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Posts posted by Blaf
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+1 for intro. I miss the old days when all games had intro to set up the mood...
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Imho variable (automatic) camera exposure is the key. Even backdrop starfield can illuminate the scene, it's just a matter of sufficient light amplification.
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21 minutes ago, Wubslin said:
It's important to get creative and try to imagine all sorts of concepts that have never been seen before, regardless of if they're really the best option in the first place.
Ah, so it's chindogu then
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Nice stuff! However for me it feels like there's tendency to picture the first game as too much difficult and therefore that the sequel should be made easier (simplified?).
Would be great if someone could correct me on this, as i hope it's not the case
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That's something i don't get. They said they won't be using anything like FAR, as it would be more complex for newcomers, but i actually find FAR to be more intuitive than the stock model
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1 hour ago, The Aziz said:
They have @Zimm on the team, is that close enough?
Yeah, that should do. Hope he's at least expensive.
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5 minutes ago, Bej Kerman said:
Having listened to a lot of tracks from them, I feel that isn't too likely.
I gotta admit i don't know his music that well. But i would assume any professional composer should be able to at least bend his style in a way it fits the theme.
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4 minutes ago, Bej Kerman said:
Maybe the KSP 2 sound artist could reference McLd's music in some of the melodies, but I feel it'd be a sharp tonal shift if a track with Macleod's trademark free music vibe started playing.
I'm certain he would be able to compose and master the track in a way it wouldn't sound out of place among the rest of the soundtrack.
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2 hours ago, Gargamel said:
I think the game will be expensive enough at release.
Wasting half of the whole budget on soundtrack sounds acceptable
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And Hans Zimmer and Yann Tiersen and
Daft Punk... Oh, and we shouldn't forget M83. That would be nice!Feb 2021 EDIT: Okay, no Daft Punk then.
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Will we get a barn as level 0 VAB?
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Nice poll, thanks OP!
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I hope at least in KSP 2 we will get the promised barn as level 0 VAB!
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On 3/7/2019 at 2:52 AM, mattinoz said:
Would you pay $5 for clouds DLC?
Depends. But i would happily spend 20 bucks for some significant graphical overhaul DLC.
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This is all nice (really is), but yet we still don't even have exhaust effects affected by environment pressure :( Imho it would improve fidelity of these engines more than this revamp.
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On 1/28/2018 at 1:50 AM, Clockwork13 said:
IMO it's a little sad that people won't purchase a game simply because it looks 'old'
I wouldn't call it sad, it's just that different people have different tastes for their enjoyment. I fully understand that simplified graphics might spoil the fun for some people...
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23 hours ago, Rocket In My Pocket said:
Not usually a good idea to raise the minimum specs on a game, you're just closing the door on a huge percentage of potential customers with low-end hardware.
I take this argument more as a trade - on one hand losing potato users, on the other gaining customers for which better graphics is a decision factor to buy the game.
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Not only this, whole vanilla KSP would really use massive graphics upgrade.
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I voted for increased depth, but graphics could indeed also use lots of improvements.
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On 6. 5. 2016 at 8:49 PM, NathanKell said:
This does not work because one makes various wing shapes out of the combinations of other wing parts.
Btw, why doesn't KSP use FAR approach to aerodynamics? To me it seems more intuitive (and more realistic as well)...
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1 hour ago, Ted said:
The issue here is not that we don't have the necessary wheels (or "cars, suspension and the like") knowledge to approximate wheel physics, but that the middleware (both Unity and VPP) are making implementing this in KSP cumbersome and unfortunately challenging to balance currently. We've looked into PID systems for the wheels, and those can work for wheels for sure, but KSP is a game where you can make little to no assumptions about how the player has designed their vehicles - something that car manufacturers can take with certainty and something we'd need for a PID system to be fully capable. Thus, as I'm sure you can see, it's not really car expert that's needed. Going forward, we have solutions that can mitigate this and plans to solve the problems we're seeing, but this takes time and a lot more hard work from a team that has been pushing to the limit on that. I completely understand that it must be frustrating to see this as someone who is passionate about wheels and cars. And I welcome your suggestions, they make a lot of sense if you're building a system from the ground up, but at this point we're unable to implement those in the short-term.
Hopefully that has resolved some of your concerns, if you have any further ones, I'm always available via PM (though sometimes can take a few days to reply as things get busy!).
Would increasing number of VPP simulation substeps help?
I mean, in such case number of substeps could be added as an option to game settings. (if it's possible, ofc)
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Afaik Esri Cityengine has an Unity plugin, not sure what it's capable of though
How will explosions work in KSP 2?
in Prelaunch KSP2 Discussion
Posted
Indeed, but i think so far devs talked mostly about graphical effects, not the physical model of the blast.