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Jimmidii

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Posts posted by Jimmidii

  1. The rover I used to drive to the North Pole is untested on low gravity worlds, but would probably work pretty well.

    It relies on a wide wheelbase and low centre of gravity to remain upright, and has a lot of mass due to carrying a lot of fuel and running on fuel cells.

    If somehow it does manage to flip, it's a lost cause, but on Kerbin at least, on anything that's not really rough, I can let it run forward at full speed without paying too much attention to it as it's incredibly stable. The slightly offset height on the front and back wheels helps it negotiate slopes and deal with landing after small jumps.

  2. For me, it's the intuitive grasp on real-world rocket science and orbital mechanics it's given me.

    The manoeuvre planner is the unsung hero in that regard. Being able to see instantly the effect of any burn and the effect of burning more/less... Early space programs would have LOVED that sort of tool.

    Watching space missions with an understanding of what they're doing, how, and why, is something I really doubt I would have had without KSP.

  3. I fear you're looking for KSP2 to be a different type of game than what KSP2 is aiming to be.

    I'd imagine something like you're looking for might be possible with mods, but it won't be the base game.

    In the meantime, I'd suggest trying Factorio, possibly with Bob's and Angel's mods, as they would likely be able to feed your complexity addiction.

    (Careful though, much like KSP, it's often a good way to end up watching the sunrise before you go to bed)

  4. I've just stumbled across Kurt's 'like a glove' moment again;

    Spoiler

     

     

    There were a lot of calls for a monument to be added to the game in that spot at the time, and it would probably have been worthy had it happened.

    It inspired a more general idea in me though, what if there were areas or plinths around KSC that could be used to display craft? A way of customizing your KSC with memories of your best or worst moments.

    I'd imagine it could easily use height/width/weight restrictions similar to early career restrictions, and maybe have parts locked in place or the craft converted to a single entity to reduce any performance hit.

  5. Think of the Hype Train like an interplanetary space mission.

    There was a lot of excitement around the launch as it accelerated to incredible speed.

    Right now it's travelling to the destination AT that incredible speed, but because nothing's changing or being talked about, it goes mostly unnoticed.

    Once it gets to the destination and we get the chance to start doing science, Hype will explode off the charts again.

  6. Just now, Brikoleur said:

    Not this again.

    I don't think it's too difficult. I think they won't have the time to do it right, what with everything else on their plate, and I'd rather see LS cut than half-baked, or implemented at the cost of base gameplay or the colony system.

    Nothing. What's convinced you that I'm convinced about that?

    Your main argument against LS now, that you're constantly repeating, is that it's too ambitious for the devs to add it with the time and resources they have left.

    If you're not convinced of that, what do you have against LS being in the game?

  7. 7 minutes ago, Brikoleur said:

    Yes it certainly could, but it would require designing and implementing systems with that complexity, which, as I seem to have to keep repeating, would likely be too ambitious given the the time and resources available for KSP2.

    CommNet is a pretty good analogy actually. A meaningful LS system would have to be approximately as complex. Now CommNet is based on two fundamentally simple ideas: signal strength and occlusion. Yet when you start thinking about everything that's gone into it, you'll realise just how complex the system is and just how much work went into implementing it.

    • The UI: first hop, vessel links, network. In map view in vessel, and in the tracking station.
    • What happens when a probe core loses the connection? What about a command pod with a non-pilot in control? What about a combination of the two?
    • What about sending messages (Science) back home?
    • What parts are needed for it? Where should they be in the tech tree? What should their models look like?
    • We have three types of antennas: built-in, relay, and regular. What are their characteristics and how should they be balanced against each other?

    Add on top of this kind of thing the stuff you would really really want in a LS UI (like the alarms I mentioned above), and you should see pretty quickly that it gets pretty big pretty fast.

    CommNet would've been pointless if had just been about slapping on an antenna. It needs all that stuff to be worthwhile. LS is the same.

    What's convinced you that they haven't already been working on an enjoyable LS implementation from the start?

    They've obviously gone into development of this with their eyes open, with new multiplayer, interstellar, and colony systems already confirmed.

    If LS is implemented, it's almost certainly not because they've suddenly decided to tack it on now.

  8. 10 minutes ago, Brikoleur said:

    No I'm not.

    I'm assuming that it's going to end up one of three ways: tedious (continuous supply missions), trivial (i.e., more dry mass and forget about it), or automated. 

    Moreover, as I said in my above post, I really don't want tedious, I don't think there's any point in trivial, and I think making it automated so that it is still enjoyable is going to be a real game design challenge.

    As to progression, that's just an aspect of it -- and one that doesn't make it any easier to pull off so that it's fun.

    And I reiterate: your lot doesn't even seem to acknowledge that there is a game design challenge here. You seem to think that just by adding LS it's going to be automagically cooler and more fun and more challenging, rather than just more tedious or more trivial.

    I.e. you haven't thought this through.

    You're making an awful lot of assumptions about what other people would find fun based on what you would find fun.

    You're also making an awful lot of assumptions about the game design abilities of the devs working on KSP 2 based on how you perceive the game design abilities of members of the forum.

    You're also making an assumption that this will be forced on you and not part of difficulty settings.

    I really don't think you need to worry about this as much as you appear to be worrying about it.

  9. There's no chance of KSP 2 for free, there's a very small chance of some sort of small discount I guess, but I doubt even that.

    I have a feeling early adopters might be recognised somehow, maybe some sort of cosmetic that signifies veteran players.

    On the one hand, it'd be nice to see the people that helped get the game off the ground in the first place rewarded. On the other, one of my biggest pet peeves in games is permanently missable DLC/timed content.

  10. 2 hours ago, Brikoleur said:

    KSP2 features interstellar travel. A couple of decades flashes by fast. Even if at that point you have closed-cycle LS, you will still have legacy infrastructure in the Kerbolar system which you will need to either decommission, upgrade, or supply.

    If LS was so un-intrusive that all it takes to do is a bit more dry mass, then it's not worth doing at all. Which brings me back to my original point: if you do LS, it has to add something beneficial to the gameplay, there's no point having it just because muh realism. Ultimately this only leads to a small number of possible outcomes:

    • Tedium and tragedy: repetitive routine resupply missions or your kerbals are dead.
    • Trivialisation. The feature is so diluted it might as well not be there. "Stick on this shiny part and forget about it."
    • Automation. Mid to late game would include setting up automated supply routes that keep your stations and colonies stocked. This could be a lot of fun but it is a large and completely new gameplay system which is a LOT of work to do right. 

    In other words, the only way I can see LS actually working in KSP2 -- meaning, making it a more interesting, fun, and, if you will, educational experience to play -- is if it is supported by a big and ambitious framework of gameplay systems around it. Your lot is just dancing around this question -- either you're going "but realism, you'll have your LS and enjoy it you peon" or "shrug, snack tanks." Very few of you even acknowledge that there is a real game design challenge here, instead preferring to disparage us who are skeptical about it. 

    Seriously, think about it. What meaningful gameplay would slapping on a snack tank or a closed-cycle LS part add to the game? How would anything be different, other than needing a bit more dry mass?

    If they do go down this route, one other option is progression.

    You start with having to run supply missions, because 'trivialisation' is heavy and expensive and difficult to start with. But you can progress to it.

    As for tragedy, there's always the option of hibernation being the default state for an unsupplied Kerbal, instead of death.

    KSP is literally a game about travelling, most of the fun is in getting there.

  11. If they were going to go down this route, my gut feeling is that you'd store the level of upgrade for each part in the craft file.

    Downloaded/shared craft would only be usable if you have the levels of upgrade needed, similar to how it currently is with locked/unlocked parts.

    In the editor, you'd be able to upgrade (maybe even downgrade!) individual parts, as well as have an option to upgrade all parts on the craft. (More or less treating upgrades as variants)

    This would also avoid craft that have already been launched suddenly being magically better.

  12. 3 hours ago, Brikoleur said:

     

    It will forever be a mystery to me that there are gamers who would pass on a game they love... because of the shop that sells it.

     

    It's not that I wouldn't want to play KSP, I really, really, would.

    Waiting until exclusivity ran out would be worth it though, to avoid my personal details being held by a company with a data protection record as bad as EGS has.

  13. I like flying resources about, it gives me a reason to build, fly, go places and do stuff.

    The waiting for resources to actually be mined, however... well that's usually a coffee break as I sit and do nothing for a bit.

    I can see some compelling gameplay if there's a logical progression of resources being needed and available, with manual collection being replaced by the challenge of building up infrastructure. Further manual collection could shift to more challenging resources and locations, with then the challenge of building up infrastructure there too... and so on.

    On that note, I'm surprised no one's asked the devs yet whether the seas on Eve really are made out of rocket fuel.

  14. Building a new version of Minecraft is exactly what they did do. In part at least to get around limitations of the original Java version.

    They put a huge amount of resources into developing Bedrock edition and bringing it up to feature parity with Java edition. They're now developed in parallel, but there are definite advantages the with the Bedrock edition for stability and cross platform play, as well as the upcoming upgrade to allow RTX graphics.

    With KSP 2 being developed by a different studio, and Squad remaining on KSP 1, we're getting the best of both worlds. KSP isn't going to suddenly stop existing because KSP 2 exists, if it turns out that you still prefer it to KSP 2.

  15. It's possible there would be a small discount (the Football Manager games usually have a 10% discount for owners of the previous year's version) but it's pretty rare for there to be offers like that.

    One option, you have a bit of time to save up yourself between now and the release date. If you ask your parents now, they would probably give you opportunities to earn the money.

    Edit - And ninja'd while the post sat there by @Spaceception lol. It is a good idea though.

  16. 36 minutes ago, Jimbodiah said:

    Could KSP 2 have a mode that uses the real solar system, but maybe just scaled down to kerbal distances to keep gameplay similar (and any actual RSS mod just needs to rescale what is already there)?

    I think a switch between Kerbol and Real Solarsystem would be appreciated by many a player.

    Bearing in mind there's confirmed interstellar travel, we don't necessarily need to switch between one or the other. (Especially once modders get their hands on it :D)

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