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RayneCloud

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Everything posted by RayneCloud

  1. I set 7 planets and 3 moons, which I thought meant, 7 planets per system max and 3 moons per planet max... and then I thought the min moon and min planets setting set the min for the overall generation of all systems put together?
  2. Gotta take care of you first and foremost, I'm sure everyone will understand.
  3. You say that like, 1. I don't know that vid is modded, of course I do. So what? 2. It some how just invalidates my statement about the game being about exploration, community, creativity, and imagination. It doesn't. 3. It somehow means that stock KSP 1 never had any of this "vibe" and that's just not even remotely accurate.
  4. There is a long life left ahead for KSP 1. A long, and happy left before the rot you talk about hits. Tho, I have some small measure of faith that if it needed it, that IG would put out some sort of 1.12.6+ update to maintain KSP 1 and keep it from dying out entirely.
  5. Actually, when I think of the "Soul" of KSP I think of this video by @Entropian, Imagination. Exploration. Creativity. Community. These things are all parts of the "Soul" of Kerbal Space Program, to me, personally anyway. We look up to the stars and dream, and we ask that big question, "What's out there?" and KSP... gave us a small taste of the dream of answering that big question.
  6. I tried building a new modded loadout with over a 100 mods to have a ew grand adventure and I think I failed lol Back to the drawing board I guess....
  7. To me? Just as much as the first game. The real foundation of building space craft and flinging them out in to the great unknown is still there. Does it need a lot of work? Yup, sure does it's not even remotely perfect, but KSP 1 wasn't either. It was a decade long grand adventure to build KSP in to what 1.12.5 became. It was a long hard road full of challenges and set backs but KSP 1 became one of the single greatest space games ever made and I believe KSP 2 can and is shooting for the stars in the same way and doing just fine after the last update. If they can hit the next milestones (reasonably quick, that being once a quarter or so) then I think in a year after several major updates where we're building colonies and slinging ships in to interstellar space without the smack in the face that is broken modded builds... it'll become even more captivating than KSP 1.
  8. As someone who was there in the earlier days of KSP1 alongside the talented and wonderful people that built KSP 1 and started this franchise, I always find these types of posts kind of funny.
  9. Is anyone else having issues with the Min Planets and Min Moons settings not working and throwing out errors?
  10. Welcome back to it and happy new year, please take your time and focus on your own health and well being first. I wont speak for everyone, but I am glad to have you back at it @Angelo Kerman Thanks for the best FTL mod in KSP. <3
  11. Question: Do I need persistent thrust as well as this to enable long burns?
  12. So, as the title says, I'm building a new mod load out for a new KSP 1 playthrough (I've not actively played KSP 1 in years) as I want to experience some new challenges and really see if I can push myself to achieve things I've yet to do in KSP 1. The Current Mod List Core includes the following, * The entire Near / Far Future Mod Suite, with the rest of Nertea's mods such as System Heat, Space Dust, MK4 Space Plane, etc * TAC-LS as my Life Support Mod of choice * OPM as a default to add new worlds to explore * Stockalike Mining Expansion with SimpleConstruction + the NotSoSimpleConstruction addon and Keridian Dynamics for building ships and bases/colonies * Feline Utility Rovers to help with rover design * Kerbal Planetary Base System as my surface installation of choice * A bunch of QoL, Graphics, and Foundational Stuff, full list below, What I'm looking for is some suggestion, or advice, on pushing past the Kerbol system.. or if anyone looks at this list and thinks they have some mods that might help make the playthrough better. I've been inspired by GU, Infinite Discoveries, Kcalbeloh, and a few other planet packs but I've never gone interstellar before and I'm not really sure what would be a good first introduction. (Some have suggest Kcalbeloh is a good first step with the wormhole). So, any thoughts all? This a pretty solid list to start with?
  13. Can confirm that the audio and the plume both persist in my latest testing. Though the interesting thing was the solid plume from the SRB did eventually flame out a good few minutes after the SRB ran out of fuel, but the audio effect stayed playing.
  14. You absolute mad scientist you, how in the bloody blazes did you pull this off... this is amazing.
  15. I really have to ask this question every time I see one of these, "This is stupid, get rid of it!" /Feedback/ posts.. How would you do it? Seriously, how would you design it? What do you want? Describe the form of gameplay you want. Describe your design, step for step, let's have it. Also, if you're going to talk about science in KSP2 from a point of "realism" , you do realize that we launch probes in to space that just sit in space and follow commands sent to them to just take pictures and gather data from sensors yeah? Ya know, like SOHO, JWST, MRO, LRO, Artemis, MAVEN, Trace Gas Orbiter, etc....
  16. One thing that's missing, that is very SORELY missing, is KerbNet. Orbital Survey Scans, Biome and Anomaly Scanning, WayPoints. The question is, will KerbNet return? https://wiki.kerbalspaceprogram.com/wiki/KerbNet - KerbNet for the new players that don't know. Above, the Terrain Mode, Biome Mode and Resource Modes. (I do understand that resources is planned for a much later date) but can we at least have terrain, biome, and waypoint functionality and feature parity with KSP1 until then pretty please?
  17. I don't get any of this, what difference does it make if it takes me 1 hour of gameplay to get to the mun or 6 hours? What do you want here? We're talking about pacing, progression curves, ease of access for new players and not catering just to the old hats, etc etc etc. You might think that everyone playing is some old KSP1 vet, but I am willing to bet money that's not the case.
  18. I honestly think we can expect to see the road map finished by the end of next year. I really do. At the very least I'd be willing to give them 6 months for colonies and 6 months for interstellar.
  19. Oh my gods, not these posts again.... we gonna be watching player counts every 30 minutes now?
  20. There are, in fact, several former KSP 1 devs and KSP 1 mod makers working on KSP 2, but people do so love being hyperbolic about things don't they? lol You've already made your mind up for not playing it yet eh? Each their own I suppose. As for the "don't change anything" thing, that's incredibly unfair and not even remotely accurate.
  21. Except, we can get a base idea already from the dev chat video, for example.. We see here that a Crew Observation report , Kerbin / Landed / Kerbal Space Center, gives 4 science. We have the ability to return samples or transmit data just like in the first game and I imagine data transmission will take power and time. Also this example here, We see that returning that surface sample is worth 100 science, also we get little "notes" on each science report. We see that connection is still required so basic kerbnet functions return properly, etc. This shows us fully that biomes are in fact 100% back as they should be, etc. During the dev chat they did say that Data can be transmitted for 100% reward, but samples need to be returned to the KSC. We also get science from mission completion as well. During their first test mission they brought back 147 science points which is a little under 20% of what Page 1 requires for a full unlock. We can infer from all this information, that as you progress in to each new tech page, and t he costs skyrocket, you're going to HAVE to explore outward and you wont be able to just sit around kerbin local with the Mun and Minmus.
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