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JebsBigToe

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  1. I'm on a Ryzen 3 2600 with a 1080Ti and I sit at an average 25fps, with as low as 9fps during some load time and up to 50fps in lighter settings
  2. As long as Steam allows rollback like in KSP1, I'll stick to Steam. With mods coming later different versions will have more importance than others so rollingback will be an important feature.
  3. Hi there, I decided it was time to get rid of my old crusty mouse pad and I thought it would be really cool if it could be KSP2, but I couldn't find anything online that was nice enough. So here is what I came up with after a few hours and a trip to Walmart. NOW I'M READY TO PLAY KSP2!!!
  4. I'm so excited to meet are new green buddies with their unique features and emotions. They will make great test subjects. Aaaand I'm looking forward future development into colonies and interstellar travel!
  5. yeah robotics parts would be nice, although I would hope that they fix water physics by the end of EA
  6. First of all, I'm so excited to finally see KSP 2 footage and obviously it's a blast with Matt Lowne (the commentaries man ). As a first impression, I feel like there is going to be some adjustments with the parts manager both in flight and the VAB, just some getting used to. Something however, that particularly bugged me (although I suppose this is a personal view) is the lack of brightness in the VAB especially when your color palette like Matt's dark blue is used. Maybe would it be possible to have a slider to increase the overall brightness around the rocket? Next, up in space the apoapsis and periapsis information is below the nav ball. So when Matt's hovered over the periapsis after circularizing around Kerbin, the label that popped up was just "Kerbin". Maybe it would be nice to have more information for the different points in the orbit and maneuver nodes, just a thought. Then, the big concentric circles for sphere of influence in/out are pretty huge imo. Like Matt correctly pointed out the mun looks gorgeous up high, but up close not as much, maybe parallax will come in handy in KSP2. And the crafts floating on water probably needs some tuning lol. Anyways that's it, just some small things. Excited for the 24th
  7. That's what I'm curious about! I'm thinking it'll be like in the original trailer the huge flat-end-looking engine with rays converging together (can't remember the name), THAT will be really useful for interstellar travel. On a side note, I also hope they figure a way for faster time warping for both huge distances and extremely low thrust-to-weight ratio engines... guess will see
  8. Or an OP reaction wheel? But I agree it would be nice to have a stabilizing system like that
  9. I've known this forum for a while, but I don't sign up to forums usually. I'm thinking the developers for KSP2 will need all the help they can get when the game releases though, so I thought I'd play my part
  10. Hello fellow Kerbalnauts! New guy here! Happy to join this great community. I've been playing Kerbal Space program for several years now, truly an amazing game and I thought I'd hop on the band wagon and contribute what I can. Can't wait for interstellar travels/colonies in KSP2! Cheers!
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