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Jen X-1

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  1. I wish there was a way to upvote these posts, because this absolutely needs more visibility. The bug reports area of the forums has a voting system, and I’m sure this would get the necessary visibility if votes were possible. It’s sad to see them neglecting one of the most important features; how I am I supposed to smoothly roll, and coordinate my turn with rudder if every control is a binary on/off? It feels stupid and clunky to fly like that. Maybe since this is bug-adjacent and *was* intended to be a feature, I might post about this later in the bug reports forum. There’s been no news, and it could be years until this is fixed.
  2. So for a 10x rescale, it would be ideal to set this at 100, but that has an issue… If density is set to 100, the save files will not load, even to the KSC scene. The entire PC would freeze, needing a force shutdown. Maybe it’s because more RAM is needed (I’m using 16gb), but I’m not sure. A potential solution is playing with scatters off at this scale, and in that case it’d be the equivalent of Parallax 1, which is absolutely still cool. It’s probably not worth any rescaled optimization effort, because most players don’t use SigmaDimensions, and it runs perfectly at original size
  3. Hi, I've been wanting to play with this mod but it's having issues when coming down from scaled space. The terrain directly under the ship doesn't render until the last second, then it ends up all torn apart. The area further away is rendered normally, but early Career Mode missions usually involve traveling only vertically. It doesn't matter where I launch from and seemingly has nothing to do with the terrain decals. Does anyone know a fix? I've tried this on multiple KSP installs, and I've tried editing the config files, but to no avail.
  4. It’s very much a rendering bug, I believe known as ‘fireflies.’ It’s just a single infinitely bright pixel of any color occasionally appearing onscreen. The post processing sees it and decides to apply a crazy amount of bloom, causing those bright flashes. There’s a simple fix for this, and I’m sure the developers will fix this, though it’s likely not a priority. I’ve encountered this bug in KSP1 actually, with the TUFX post-processing mod.
  5. I doubt this will be a thing, but for those of you who’ve played Little Big Planet, you might know that the music was interactive. So as the player progresses through a level, different tracks in the song would play. In the first wilderness level, there would at first be like a harp and a glockenspiel or something, but as the sack person walks into the icy cave, the bass track fades in. Then the icicles start falling while enemies approach, and there’s now a choir and strings playing. So a possibility is for music similar to this being implemented in KSP2. And I think Simple Rockets 2 has something like that too, where different tracks will play depending on what’s happening to the craft, like flying low above the terrain will make the music seem a bit more stressful. I have no clue whether the OST will include interactive music, but either way, I know Howard Mostrom’s the right guy for the job, and what I’ve heard so far sounds wonderful.
  6. I’m not a dev, but as I understand it, they implemented a lot more stuff than what was in the original development plans. And the pandemic (you’re probably aware of it) made everyone have to leave the office and start working from home for a while, which slowed down development a bit. If you compare the gameplay footage that was released three years ago with the most recent footage from the PC gaming showcase, and watch the development documentaries on the KSP official YouTube channel, I think that should answer your questions. They’re trying to polish every feature before releasing it. They’ve obviously developed career mode at this point, they just want to get rid of all the little problems with it before releasing it into the wild.
  7. Hi, I’ve been playing KSP for a while and have lurked on these forums for years before creating the account, but this is my first time posting. I was watching the footage from the PC Gaming showcase thingy yesterday, and I’m happy to see part destruction is similar to in KSP1. I think the poofing out of existence with firey particles is great for fuel tanks, because they’re filled with explosive liquid. The plane from the clip I’m talking about was the funny looking one with canards longer than the wingspan. And the poofing out of existence works great for fuel tanks, but seeing the canard just disappear like that upon contact with the ground looked a bit odd. My idea is that longer wings should snap in half. They often do in KSP1, as wings are usually made from multiple parts. But with the procedural wings, it clearly no longer happens as they’re mostly now just one part. This could be a bit difficult to implement with the current system, and it may lower the framerate a bit, but there’s almost always a way to optimize things. And besides, in KSP1 there’s already a system for single parts to break into pieces; solar panels do it. Of course, wings won’t shatter quite like solar panels, but I believe snapping them in half would use a similar method. Now I understand many of you will find this unnecessary. And indeed it is not necessary, but a lot of features in a lot of games aren’t necessary. That doesn’t mean the feature won’t add anything to the experience. Just to be clear: I won’t be disappointed if they don’t implement this, but it would be a nice little bit of detail, just like seeing solar panels shatter. Thank you for reading! What do you all think of this?
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