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Teek

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About Teek

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  1. Yeah, 3D life would be a lot, but I really like the idea of looking into it with experiments! Maybe a) create new equipment to find it, and b) tie some of those discoveries into advancements in colony mechanics?
  2. Good find, I figured there would be more going on behind closed doors. I also figure that we could see additional press reviews come out over the next few days (PCGamer is the most likely front runner here) and maybe, maybe some additional video footage if T2 have any follow up,features coming out relatively soon. Overall, I think the news, while maybe not spectacular, is still good. It sound like they have a fairly decent base gameplay up and running: multiple planets, EVAs, etc. we’ve probably got many months of optimization and possibly development of few key features from full rel
  3. Ha, yeah, that art style is pretty much out of KSP 1 already. Personally, I’ve always liked sleeker, more modern styles, but I do sometimes miss the Franken-ships. However, it looks like skinning options will be more extensive in KSP, so I’m kind of hoping they could work them into the progression system so how. In early game, you are limited to having more old school, disjointed textures, while later on you have the option to use more unified styles. That, or just make them as another alternate skin type available at all times. Alternatively, I think it could be fun if jank
  4. Upon closer look, do we think those circular strut parts Soviet style decouplers from Making History on the black/yellow and white/orange ships, or just a new form of structural part? I’m hoping that with the delay of KSP 2, maybe some of the dlc parts will be stock. Not only do I like a lot of the BG and MH parts, I think that would be a good perk for returning players: all DLC as part of the baseline game for the sequel.
  5. seems Like there isn’t a ton of new info, but I really like the lighting system they have set up, plus all the new part textures. If nothing else, we’re definitely in for a better looking game. Hoping that there is more info to come, particularly from the closed door presentations!
  6. Following KSP's social media feed, it sounds like they have a non-playable showfloor demo (they are calling it a "sneak peek", I'm inferring the non-playable part). Link to official tweet. Thinking there may be more in depth views (maybe even a playable demo?) behind closed doors for journalists. I'd keep close eyes on PC Gamer, possibly Rock Paper Shotgun and Polygon as well.
  7. Eh, I think at this point, early access is a moot point. I think there's a decent chance we'll get some sort of Beta, but even if we don't, we are probably still looking at a release in the next 12 months (at least, with the information we have so far) so it's not a terribly long wait. Personally, I like early access games, when done right. I think for games like KSP1 that deliver a truly unique experience, the enjoyment that comes from playing that game, even in an incomplete state, can worth tradeoffs in stability or having to wait for the full content site. I feel like I may be in the m
  8. First time poster on this thread, normally I consider my KSP activities to be a bit too plain and modest to really be worth sharing, but today was a particularly special... Kerbally event. Routine pair of missions came in from mission control: Rescue one Kerbal in LKO, another in orbit above the Mun. I use a standard Mk 1-3 vehicle with one pilot (Mission Commander and veteran rescue pilot Mowell) and two empty seats, and enough delta v to make the journey rather comfortably... normally. I realize after I've picked up Kerbal #1 (Irfry) and completed my burn to transfer to the Mun that I
  9. Obviously, this is all speculation and I know as much, if not less, than anyone else, but I don’t get quite the sense of gloom and doom from this as others. I’m guessing this is more a question of different levels of commitment between ST and PD, and a change in scope on the project than any major development crisis or corporate flashpoint. I’m guessing that, perhaps as a result of greater public reception than originally anticipated, KSP2 may be ramping up it’s launch scope, and/or laying out more long-term plans for post-launch support, both of which could possibly exceed ST’s current capa
  10. I think there's a fairly strong chance KSP2 will be at Pax East. Good job to the folks who found it on the map, it's a pretty substantial area, and I think this means that they're going to be demoing something on the show floor. Now, they have multiple studios currently working on games, but Obsidian just wrapped up on Outer Worlds and Panache did Ancestors, so I'd be a bit surprised if either of them were ready to announce something new, let alone demoable (although the website says that Obsidian has an unannounced game, that may just be an out of date reference to OW). There's V1 studios,
  11. I'm very excited about space stations in general, in my most active KSP periods, it was my main gameplay focus, rather than significant interplanetary travel. I hope we get a range of stylish and functional parts that work for space stations, based on the gameplay I've seen so far I'm fairly encouraged. I always liked the FusTek station parts, as well as THSS and B9 from an aesthetic perspective, so I hope we lean a bit more into expanded station parts in both stock style and maybe some additional futuristic parts as well. It does sound like we may have the option to directly build onto
  12. Teek

    About KSP 2

    Very productive post, you must've worked hard on it. The thing with disappointment is that it all depends on what you expect. I'm excited for the game, but what I'm largely trying to avoid setting my expectations too high. For me, I'm trying not to get my heart set on too many new mechanics and features. From what we've already seen, we can likely count on improved visuals and performance, as well as the mechanics that they've already described (Interstellar Travel, new parts, colonies, etc.) Put all that together, and I'd be pretty satisfied with those results. Anything in addition
  13. First, congrats on this! Really cool opportunity, I hope you enjoy it and get some great info from Star Theory! I suppose my biggest questions are: 1) We've seen pre-alpha footage of some very wobbly vehicles in atmosphere, as well as some very large and seemingly rigid interstellar vessels in orbit. Has Star Theory been working on anything to keep large builds stable, or implemented measures for players to add rigidity to their builds? 2) Science! I'm assuming we won't get much in the way of details, but I'm curious whether Star Theory has put any thoughts into the original
  14. In general, I think adhering to realism at the expense of gameplay and accessibility is thorny. Might not be popular hear, but remember that most, if not all, of us are experienced players with a ton of game time and lots of knowledge. KSP's selling point is that the game is accessible for people who do not have either. That said, I've got no problem with the game adding these features so long as they are optional, and the devs have the resources to adequately put them in place without hindering development in other areas. If that doesn't work, then like DStaal said, the modding commun
  15. It's way too early to be judging the game based on pre-alpha footage. Even within the trailer, there are substantial changes in performance that could possibly indicate that they were taken at different stages of development. Off the top of my head, if you were to ask me what would be the more visually and physically demanding scene between the initial launch gameplay and the Jool station, I'd say Jool, an yet it's significantly more stable and relatively smooth. As for how they are handling parts physics, I've said before that I'm fine with there still being some joint flexibility, to
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