Jump to content

Vl3d

Members
  • Posts

    2,520
  • Joined

  • Last visited

Everything posted by Vl3d

  1. I always pay with partial control enabled. Head canon is that the probe is preprogrammed to execute simple maneuvers and basic landing. Also, when transmitting science, all you need to do is wait for LOS. So, yes, I understand the devs decision and Nertea's point. But.. launching comms satellite constellations is really cool! I want a reason to do it. I know we're going to build logistics networks with delivery routes, but that's a long way off.. and comsats are awesome.. and I like the lines in map view.
  2. The tech tree for antennas: Why is the RA-15 at 300 kg considered XS size? Why are RA-100 and Communotron 88-88 unlocked in the same node? The bigger / heavier one should be unlocked before the deployable one. Why are RA-100 and Communotron 88-88 both SM size? IMO RA-100 should be M and Communotron 88-88 should be XS. I don't even know what to do with this feedback... @Dakota maybe it can be added to a list? Thanks!
  3. So, my thoughts: I am happy that all antennas are also relays now - there was really no point in having that distinction; I'm confident occlusion and signal lines will be implemented at some point in the future, along with an antenna planner and a distance visualization tool in map view; I don't think antenna signal strength is explicitly needed in the base game, but I believe both transmission rate and electric change requirements should be variable depending on the distance; I also think that antennas should not have a hard max. range defined. The transmission rate should go down and the electric change requirements should go up according to the distance and antenna type, for all antennas, without a hard limit to the range; @Nertea has not clarified how stacking multiple antennas on the same vehicle works; It is not clear to me how differentiable the antennas are during gameplay - it depends at which Tear these get unlocked. I'll look into it...
  4. Well, there seems to be a lot of dev info on Discord that did not make it onto the forums. Not that I've been asking about CommNet for months without getting any answers. Such is life for second hand forum citizens.. you're either on Discord all day or you don't get to talk to the devs. I can only thank providence that Dakota is still engaging with us here. Nertea, Destroyer of Fun — Yesterday at 2:17 AM i hear there are some questions about commnet and im here to answer them if they're here Spork Witch — Yesterday at 2:18 AM yeah! I was asking about whether occlusion and vehicle links were implemented at this time. I was told occlusion / LoS is not, but that if there's a commsat in range, you'll bounce off that back to kerbin. Further, is there a distinction between transmit-only and relays? I notice we have all the old commsats, wasn't sure if they ALL function as relays now, or if there's still the same split of RA=relay, others are Tx only. Nertea, Destroyer of Fun — Yesterday at 2:23 AM Generally All antennas are relays by default, they can bounce signal back (we didn't like this distinction) Line of sight is not a thing, there is only distance as a concern Connectivity between vessels is a simple matter of ensuring that they both have antennas that have ranges that qre equal or greater to the distance between them. So if 2 satellites are 100 km apart, they both most have antennas of rating 100 km or higher to connect Nertea, Destroyer of Fun — Yesterday at 2:26 AM Commnet and occlusion was extremely forgiving by default settings in KSP1 and we didnt feel there was a significant difference between soft occlusion and no occlusion for EA launch. Lots of the depth people would want requires a set of supporting visual and planning tools that are a fair bit of work to design and build Nertea, Destroyer of Fun — Yesterday at 2:32 AM I think there's a thing I wrote in a devblog of everyone playing KSP with different goals in mind - everyone has a thing they prefer, whether it is building vessels, making comm networks, etc. We can always take player feedback into account in driving plans and make changes at that point. Nertea, Destroyer of Fun — Yesterday at 2:33 AM dev hat off, I hate commnet and always turned it off in KSP1 Nertea, Destroyer of Fun — Yesterday at 2:34 AM I mean that goes back to need - a question we always need to answer is that, given all the ways people play the game, should you 'need' to do any particular thing? That could significantly impact what someone else wants to do. It's a fine line Spork Witch — Yesterday at 2:37 AM which is why it was always a toggle, but KSP is also about education. Learning about line of sight communications, and the need to set up satellites in particular orbits is a REAL WORLD learning thing, and also an orbital mechanics one, a core focus of KSP. The easiest way to properly position satellites is to launch them all at once, using resonant orbits. Without this constraint, from occlusion, you remove the one thing in the game that would actually direct someone to learn about these things. Nertea, Destroyer of Fun — Yesterday at 2:39 AM Yep, understood Nertea, Destroyer of Fun — Yesterday at 2:35 AM I think I could say with some confidence that increasing commnet complexity has to come with more viz and planning tools Nate Simpson — Yesterday at 2:39 AM A lot of us like all the detailed line of sight/relay features in Commnet and it's definitely a thing we want to revisit, but as always we're having to balance multiple priorities. ------------------------------------------------------------------------------------ That being said, here are all the current antennas in the game, for comparison purposes:
  5. I would argue you do not need a transfer planner for interplanetary missions. Having "next / previous orbit" buttons (not yet added) combined with moving the maneuver node around the orbit and checking the 1A:1B / 2A:2B encounter distances (added in KSP2) should be enough to easily get any transfer right.
  6. It's really not a nostalgia or inter-generational KSP 1 vs. KSP 2 thing. It's just shallow vs. deep interpretation of kerbal culture. Deep is knowing the actual reason why the snacks jokes started: There's a real danger that the thing (KSP 2) can start to resemble a caricature of the original (KSP 1). Instead of really smart and punchy engineer / astronaut humor, you get shallow interpretations like "aw cute little green people with cat ears on space suits, snacks everywhere, planty a flagy and scratchy his butty" etc. That's why I am really, really, really looking at the OG Squad team and the veteran KSP 1 players at Intercept to keep the quality bar as high as possible for the humor and spirit of KSP 2. The whole kerbal lore was built on "the smart peculiarities" of the game. It would be a real shame to lose that because some people think "kerbal" only means "cute and friendly". KSP 2 needs an edge.
  7. It depends on the force and how it changes as you ascent. Wind force is not constant - it can push with variable force by time. The main utility for rocket ascent would be to give that little bit of dynamic movement to the prograde vector so that SAS is not perfectly stable and there's more need for fine tuning by the player. A little bit of NavBall feedback really changes how flying a rocket feels. The main takeaway is using the performance budget gained from removing wobble for some other gameplay feature - preferably environmental. As for descent or flying airplanes, sure, wind could have a bigger impact on the game - but that's a separate wind discussion, not a wobble discussion.
  8. I will state a simple, clear and concise opinion - @Nate Simpson @TriggerAu: Get rid of the joint bending mechanic (remove the wobble / flexing from the game); Implement a visual gauge system for joint stress so we have a clue when we are getting close to the vehicle breaking up / joint breaking under weight, aero-forces or acceleration; Use the new found performance budget (from removing the visual joint bending) to implement a new physics-based system that makes flying rockets more interactive and provides control feedback to the player. First thing that comes to mind is dynamic aero-forces - namely wind.
  9. I can't stand the dark NavBall anymore! I hate it. I like how the colorful blue / brown one looks like. At least make the dark NavBall colors a little brighter / better contrast (they look like dirt). And please fix the pixelated bitmap graphics (icons). The engine icon in staging looks like a championship cup - why not use the same icons as in the parts catalogue? And there are too many fonts. And I miss how sharp the map view looks in KSP 1. SOI enter / exit splashes are too big when zooming in. Panning is difficult and buggy. Zooming is not smooth. Wings need procedural gizmos. In VAB the craft is not centered on the absolute coordinates, not on the visible screen space excluding the parts catalogue. I want to be able to press >>> again in the Burn Timer so it goes down to 5 seconds from 30 s. Abort / Science / Parts Manager could use their own hotkeys (to perform actions and quickly close PM). Move Abort button to the top of the Vessel Actions bar. We really need a precision controls tool for maneuver nodes. Ablator is not displayed in the Vessel Resource window. Displaying available monoprop delta-v would be useful. Don't change the stage display mode from detailed to minimal when closing the Delta-V Tool in the VAB. Make the stage display mode bar be clickable up to the right edge of the screen (extend its click area to the right). I have issues when dragging stages to change their order. I have to drag on top of another stage, not between them. It doesn't work properly sometimes. We need an inclination change reference point relative to the CB equator. I hate the fairing designer tool - it's clunky. Please add auto-shaping smooth / aerodynamic fairings. We cannot select / switch to planted Flags in the Tracking Station. Pause the game when pressing ESC. Pause tutorial videos using SpaceBar. Pan the tech tree using left-click + drag anywhere. Add a part / engine comparison tool to the Parts Catalogue in VAB. Add a way to rename our space agency / change its flag. Improve the Workspace Save / Load workflow - it is still very confusing - eg. why do I need to name both the workspace and the vehicle? Generate the workspace name from the vehicle name or vice-versa. Or better yet - why can't I save more than one named vehicle in a Workspace? Add folders to the Save / Load in the VAB. Display hotkeys in the pop-ups while hovering the mouse over buttons in the VAB (eg. symmetry / snap). Fix the blurry Center-Of spheres. Add ability to write notes / add check-boxes in the engineer report. Make the delta-V map tool accessible from map / tracking station / flight view. In flight view allow middle click to center the camera on a vehicle component like in VAB. Mission objectives tool should be accessible in VAB. Display how much fuel tanks have in the Parts Manager. Reduce time warp when entering new SOI.
  10. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 7600X | GPU: Nvidia RTX 4070 | RAM: 32 GB DDR5 I can't zoom into Gilly, but I can zoom inside all the other celestial bodies. Expected behavior is to stop zooming in above the surface. Included Attachments: .ipsImage { width: 900px !important; }
  11. I submitted a humor-setting-level bug report. I hope it gets approved. THE BAD And if I read another snacks reference... I'm going to eat all of them! THE GOOD To be fair, I think this text for "A Perfect Circle" mission is very good: And also this one is hilarious: And these company marketing-hype summaries are great: Love the botulism reference! Although the text for this last one could be a little shorter / better packed. Other examples of good writing (objectively subjective): Oh and I also love all the celestial body synopses. They're very good writing.
  12. Where? Also, please fix the panning - it's very difficult to move the camera around, especially when close to the South Pole of Kerbin.
  13. It's not about that specific song, it's about the comedic refinement. I feel like KSP 2 takes itself a little too seriously in it's mission to "show the wonder of science to kids". From a certain point it's just too much "cute cat ears on space suits".. What KSP 1 did correctly was to balance out the cuteness of the little green men not only with realism (which KSP 2 also tries to do.. except maybe for EVE) but also with tongue-in-cheek humor. Thus.. you are designing complex deep-space missions while listening to elevator music. This example is called juxtaposition - it's refined humor. You don't really find that in KSP 2 - creatives are often confusing humor with cuteness and seem to have often made catch-all decisions by committee related to what is considered "funny". Real humor needs an edge, it needs courage - and that is the soul of KSP. There are so many examples: It was not the wobble of the rockets that made KSP special, it was the comedy of spending hours improvising with parts that look like they were found in the trash bin and designing a craft, saying "ok, I'm done, I'll try it like this" and then having it mess up your SAS and you stressing over controlling it on ascent because you built the damn thing too tall. It's astronaut and engineer humor, dammit! How have we forgotten this? It's what NASA used to be in the Golden Years. That's the whole point of the kerbals! https://www.space.com/best-space-pranks
  14. Yeah, hope someone makes a dark mod(e) for KSP 2. And someone definitely needs to crank KARS humor setting up to 110%. A classic.
  15. I don't think creatives fix bugs. Besides, it's a strategic issue, not just a "this description is not funny" issue. I've got cute coming out of my ears and I'm puking rainbows after 115 hours of KSP 2. Which is kind of ironic, considering how hardcore Tiers 2+ of the tech tree are. I think the game is coming along nicely. I just feel like it needs a little more "mu-ha-ha" and a little less "hi-hi-hi".
  16. Nowhere in the OP did I mention flying rockets should be difficult if designed correctly. What I did mention is the fact that rockets don't provide feeling / feedback like they do in KSP 1. It's like when driving cars - you have to feel the controls - just like you have to feel the navball in the game.
  17. I am not pointing out "a bad thing" in KSP 2, I am pointing out that something is missing from the game compared to KSP 1. Call it nostalgia all you want, but good comedy is timeless. KSP 2 needs an edge.
  18. If a new player does not have enough time with every new Tier 1 parts he unlocks, he will not be able to learn the game. Being able to unlock almost everything in Tier 1 by just doing a suborbital hop is wrong - it does not teach you when you need those parts and what for.
  19. The autostrut implementation removes excessive wobbliness and make the rockets feel rigid - let's say plasticy instead of rubbery. Autostrut also removes the challenge of unstable SAS and the feedback-control-loop that made flying rockets an interactive effort. I like that I can build craft without having to worry about placing a lot of struts. I don't like that I can build craft that should definitely have some struts to avoid breaking (not bending) in half. The point is this: let's say we go forward with this level of craft rigidity and we forget all about "kerbal rockets should have some wobbliness". Then what do we add to the game that makes flying rockets more interesting and interactive? Clearly something is missing now. IMO, I've always been a fan of having better physics like drag, aero-effects and heating instead of wobblyness. So I say... The time of wobble has passed. It's time to add wind to the game!
  20. I started playing at 80% Science Reward and can confirm that progression slows down very much from Tier 2 onwards. Tier 1 progression is just not well balanced for experienced players.. the game rushes you to Mun Landing without going through the sounding rockets / satellites / orbital stuff. You're not the only one who feels this. PS: Please make the topic title more descriptive of the content.
  21. I want to start by saying that I am very happy that KSP 2 is now in a better playable and enjoyable state. Mainly because we can progress the discussion on to what is important - talking about the actual game Intercept is building and delivering! That being said, please do yourself a favor and watch this short original KSP 1 animation: It's great, right? I think it has all the humor, energy, action and passion for science and technology that the original KSP had. You can also find this in the latest cinematic trailer: Now ask yourself: if these two short KSP trailers / videos can capture the "spirit of KSP" so well, it means that the devs knew what the game was and what made it great 10 years ago and they still do, right? Well then, be honest with yourself and think about it - do you feel the same way when playing KSP 2 as when watching these videos? ... No? It kind of feels like something is off, doesn't it? It's like something is missing, but you can't put your finger on it. Well.. let me tell you what it is: KSP 2 lacks the edge that made KSP 1 the greatest. Yes, of course , we can argue about it - how important it is beyond the gameplay, what degree of tongue-in-cheek humor is OK for an E rated game, if this is something that makes or breaks the game. But it's my opinion that now, after the game is on a more solid technical foundation, is the best time to seriously start talking about the thing that can give it longevity and actually bring it up to the level of "KSP is the best game ever made". This needs to be taken into account now - while the game is still in its infancy. KSP 2 seems like it has been designed by commission to only amplify your sense of "that feels good", to only stir up your sense of wonder and childish fun. But this is not what gave KSP 1 a soul. It's all the little things: Jeb and Val being so "in your face", assertive and focused. Jazzy elevator music playing in the VAB. Kerbals having "courage" and "stupidity" as their main attributes. Wernher von Kerman Gene Kerman and his unforgettable "aha!" Utter destruction and the fear of death! The UI/UX that feels sharp, precise, pixel-perfect. Really punchy short description text. A lot of ironic cultural references. The Squad logo. A kerbal life meant something! I was terrified of killing or stranding a kerbal in KSP 1.. but in KSP 2 they are just lemmings, they mean nothing. All the stuff that makes a kid and also an adult player lift an eyebrow, be surprised, giggle... have we really forgotten that humor needs an edge? What do we get in KSP 2? Too much cute, not enough awkward. Diversity in how kerbals look, but without the weirdness. Some lore-related discoverables that look like toddler toys. Snacks, snacks, snacks, snacks, food, food mild jokes.... Sagan tape disaster So much white light in the game that it burns my eyes. Kapibara references Keri Kerman being addicted to coffee A bug on a telescope Walls of placeholder text A lot of UI/UX design decisions that focus on making the game playable on consoles and controllers, but take away from the sharp and focused feeling of a game designed for mouse and keyboard PAIGE desperately trying to be helpful Some "Human Resource Machine" vibes but without the "AI taking over" vibes ..basically the most tongue-in-cheek humor is the fact that kerbals scratch their butts sometimes and there are images of kerbals getting motion sickness in the Training Center. Is that all the edge this game is capable of? We need more botulism jokes!!! Dev team, please be careful about the direction you are taking the game. While trying to please everyone, you risk forgetting to add soul to KSP 2. You are focusing too much on making it a kids game and will, at some point in the future, face the dangers of playing it safe! PS: I love the team, I love you @Just Jim. It's just constructive feedback.
×
×
  • Create New...