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Vl3d

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Everything posted by Vl3d

  1. Can you compare this VTOL to something built in KSP? Would you want KSP to look this good?
  2. The semi-official name is "Trackmania KSP".
  3. Can't agree. https://wiki.kerbalspaceprogram.com/wiki/List_of_easter_eggs
  4. Is this mod compatible with Kerbalism?
  5. Nah, probably Nertea did not finish the article on time. Look at how short his last point was.. about "who parts". But all the love for Nertea and the article is great! He mentioned rotational magnetic fields.. we could be getting space weather.
  6. Because there's not much to explore. Personally I love using my MK2 plane with cargo doors and a very small rover to explore anomalies on Kerbin. I hope it's gonna be packed full of content and stuff to find. Besides, this is the work of the creative team. It does not impact systems development.
  7. It's a long way to another star. The main orbital assembly space station will be in Kerbin orbit, probably fueled via Minmus or asteroids. Kerbonauts will train on Kerbin. Then you go to Duna for the resources as an intermediate ground colony for the hop to Jool to get interstellar engine fuel. Then you might build a little base on some planet in another system, but it will take a lot of time to build the whole thing again (OAB, resources colony, interstellar refueling station etc.) Kerbin will still be the main base of operations for the most advanced missions.
  8. I don't understand. You land on Kerbin every time you return from a mission. I don't understand. Kerbin will have the most advanced Space Center, the most resources.. it's the home planet.
  9. Did you build and race them in multiplayer? Will we have a persistent universe to build race tracks in? Do parts experience weathering and visual damage? Will KSP2 have weather? There are so many things we would like to know more about, so many unknowns... Thank you! @Nertea @Nate Simpson
  10. Hype is back on the menu, boys!
  11. Well it's all digital art, games, entertainment. I have no idea how realistic weather on alien worlds looks like. But if any game could show something closer to a scientifically valid version, it's KSP. Anyway, like I said, weather is part of a planet's identity.
  12. I really think KSP2 can do a better job than this..
  13. I'm not arguing. I'm just saying alien planets with atmosphere have weather. It's am intrinsic part of the planets and of the feel of the environment. Snow, clouds and atmospheric light scattering are just the most basic additions that have been confirmed for KSP2. And there's a big chance Starfield will implement something amazing looking like Fallout 76 did. PS: I would actually say KSP has significant RPG elements.
  14. OMG.. just found this video. Look at the radstorms, the nuke lightning and the quantum storm rain.. Imagine KSP2 looking like this.
  15. Where's the weather in Starfield? Since we're in this thread we should be comparing both, right? Right? Yes sir, all Bethesda games have weather. This is how their most modern system looks like. Specifically look at the radstorms to know what you could expect for alien planet weather. PS: Wind as a physical gameplay feature is a separate discussion. I'm only taking about visuals now.
  16. Anyway, let's just move past this. I like @Bej Kermanin particular because he has the courage to say what he thinks. But we can clearly see that it's an emotionally charged situation and we're forced to just BELIEVE everything is fine WITHOUT EVIDENCE. I don't think that asking for gameplay and feature videos is a bad thing, because we are rational people - that's why we like this game. There is no sense of entitlement, we want to see the PROOF. So I'll say this: I BELIEVE in the creative and development team for KSP2. But I want PROOF from the marketing and PR team. There was no real info for the KSP anniversary. We're probably gonna get something to mark the Moon landing. It is what it is.
  17. FPV Drone flying into an active Volcano: https://www.facebook.com/watch?v=781726859872094
  18. It's not just a navigation issue. It's the whole nature of the planet, the day/night cycle, the climate, the surface launch dV.. a lot of other stuff.
  19. Hello! This subject has been a lot on my mind since I started playing KSP because I've always found myself wasting a lot of time designing unique upper and booster stages for my payloads instead of just slapping on a previously used assembly. I feel like there should be some better assembly building gameplay mechanics and incentives to guide the designing, building and integration steps towards an easy to use iterative process. Allow me to explain: What we have in KSP1 VAB / SPH have gameplay features that allow us to save our designs: Saving craft files in folders Saving with distinct folder roots for VAB and SPH this is a problem when you have a structure like the one below it also messes with the orientation Craft files can be manually overwritten although the path to the file is not loaded automatically and if I want to overwrite I save I have to point to the appropriate folder every time I load the craft, otherwise it saves in the root folder - I feel like this is a bug; We can of course create folders that are the basis for our organizational choices - I like to separate them initially into: Craft designs: Prototypes Structural assemblies Planes Fighter Space Cargo Other Rockets Boosters (by weight to LKO and diameter) Upper stages (by weight to solar orbit and diameter) Mothership propulsion elements Space Stations Rovers and vehicles (by size, number of passengers, purpose - science, fun or utility) Manned exploration Landers Return capsules Unmanned exploration Deep space / fly-by probes Orbiters Landers Return missions Satellites Science / mapping Communication relays Fuel Tanker stages Refineries Wheeled transports Pods Living pods Tourist pods, Science pods / labs Escape / transport pods Other Missions (the rockets / space planes I actually launched): with a folder for every celestial body, in orbit or landed + asteroids / comets As you can see things get very complicated and there is potential for overlapping functions, sizing problems and other issues All of this does not even touch on the problem of design versioning and evolution - this adds another whole new level of complexity to the issue Of course a very big problem is that if I save the craft as a mission and I change or improve something after mission failure or after returning from the launchpad.. then I have to go back and change that exact same thing in the original assembly design file. Saving subassemblies This theoretically should be straightforward but there are some issues: The root part mechanic makes it complicated All subassemblies are in the same "folder" When overwriting its difficult to change the description if the design changes, sometimes its better to write everything anew I have to search through and update the subassemplies every time I change something in the mission / craft design files I have to go to the subassemblies tab, its extra effort What we need in KSP2 We desperately need a better way of creating iterative designs, group them by families and separate them by version Craft versioning system (like GIT, to track evolution of specific craft models according to part and science progression) Missions and designs should be separate abstractions, missions should contain design versions Changes to designs should cascade into missions that use that design version We need some kind of default structure for the craft designs.. like the one I described above, otherwise players will take ages to become efficient in organizing all their stuff What has been confirmed for KSP2 Saving a workspace containing multiple craft assemblies Can you please help with other ideas? I think its a very important topic.
  20. ETS effect is beautiful. It's like transparent snow that's actually getting moved around. I'm only interested in the ideas that would make KSP the ideal game. It's up to the devs what they choose to implement.
  21. That's not a texture, that's a shader for 3D effect. I've seen it in VR, it has light diffraction.
  22. I think it's just one texture that's as big as the windshield and it's animated and looped.
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