Jump to content

shdwlrd

Members
  • Posts

    2,009
  • Joined

  • Last visited

Everything posted by shdwlrd

  1. Awww... I've looked up the "My Friend of Misery" YT link for nothing. I don't think anyone is happy that KSP2 was delayed again. But these things happen. You have a choice, let it consume you or just let it go. Since only the investors with T2I and staff at Intercept have any real stake in the development of KSP2, there's no reason to get mad and throw out wild theories on the goings-on with the game development. So just like the diamond interchange that was supposed to be completed 2 years ago near me, I'll just patiently wait for it to be done.
  2. @SciMan what you described is completely possible with a 150m, several thousand tonne craft. I've run a craft with those type of specs on several occasions. But that is too small. I'm thinking of a 800m-1km, few hundred million tonne craft. (Aka, interstellar colony ships, orbital colonies.) So yes, you don't want to be flipping that around to dock. You only will want to flip that much mass when you absolutely have to. @darthgently tugs is a good idea too. But the scale of the craft I've described above, you'll need a few more than a "couple" tugs. Maybe a couple dozen, possibly more. (Much like how in The Expanse dozens of maneuver drones are used to maneuver the Nauvoo/Behemoth.)
  3. I'll take your word. KSP is the only game where I've followed the development closely enough to see it.
  4. I would think of players would adopt a more reasonable design for huge motherships. Braking engines facing forward so you don't have to rotate the craft unnecessarily. Powerful RCS thrusters to help rotate/translate the craft when necessary. It would be reasonable to use smaller crafts to ferry crew and supplies back and forth just so you don't have to deal with the headache of docking all the time.
  5. Yep, that pretty much sums it up. KSP1 development was like that, and KSP2 is so much of the same.
  6. No FTL, wormholes, star gates, jump gates, or any other forms of quickly moving between stars.
  7. I've never seen a game that used both. The closest I've seen is the Build Info mod for Space Engineers. It's kind of clunky to use from what I've seen, but it's a beta version still under development so it could get better. Gotmachine is correct about the easiest way to display information is by listing it. But to control actions, it's really dependent on the user, and what you need to control. If it's a basic click to do something, both the wheel and list works. If you have to change a variable, or a slider, the list wins. I have to disagree with the top down vehicle UI. I use the Part Commander mod. The biggest issue I run across all the time is if I want to find something quickly, I can't. If I want to control different settings for the same repeated part, I can't. I still have to click on the specific parts to quickly change settings or have something set different from the others.
  8. You're welcome. I've used both in the past. Each has their pros and cons. The wheel is better for quick actions or commands. Information can be hard to discern. Multiple levels can be a pain to access. The list is better for pinned menus, as you said, and better information presentation. Multiple levels can be easier to deal with, depending on setup (click instead of hover.) But it's slower overall to use. It's basically a case of "to each their own." I personally think the wheel would be better if the Kerbals actually have emotes for multiplayer. For hand signals and such. But I'd rather have the list for part interactions.
  9. A selection wheel used in most console and some PC ports. Example below. Actually, not a bad idea really.
  10. Thanks for the update Nate. Better to hear it from you than seeing it on some earnings report.
  11. Very true, but what size rocket do you need to launch a space version of camping to orbit? That will be the starting colonies. (See the mod Pathfinder for an example of what I'm talking about.) So the sea dragon isn't necessary.
  12. I'm guessing that people aren't realizing that once you've built a colony on another planet or moon you don't have to launch everything from Kerbin. Colonial VABs have been confirmed and will make launching very heavy payloads into space much easier. Imagine how large of a ship or station you can launch from Gilly or Bop. You just can't do it from the get-go, it will take time to build a colony up. Or the possibility that they are too impatience and would want to go interstellar within the first hour of the game. Without discovering which stars you can travel to or the necessary tech to even make the journey feasible. We'll never know what the actual reason is. PS, see dragon will never be a thing in KSP2, there are actual physical limits for what you can build in the VAB. So the sea dragon as conceptualized, will never fit.
  13. That's the problem with developing a game in one of the more expensive areas to operate in, and one of more expensive countries to live in.
  14. Except when a player realizes they can play KSP without using Steam. I haven't used Steam to launch KSP since 2016. So there some players not being accounted for. I would take those numbers as the lowest possible number.
  15. If they did, it's not on this forum. I searched for the combination of station keeping and n-body and this is the only official statement by staff that showed up.
  16. That's quite true. Only if we had the ability to switch the speed measurement to something relatable.
  17. Yes, royalties matter, licensing matters. Using Cities Skylines as an example, the Gold FM channel has had most of the music removed because of DMC strikes and not being licensed for use outside of the game. Most of the music was US radio hits from the '40s to the '60s, and licensed for in game use only, not broadcast. So when streamers started playing the music on stream, Paragon/Colossal Order were in breach of contract and was forced to remove the songs... for everyone. (They were very apologetic to the players, but one bad apple you know.) So yes, especially in the US, you have to pay royalties and have the correct licensing to use music.
  18. @SciMan As a community, we don't know much about the background systems that KSP2 is using. There's a ton of stuff that people are taking as fact but really is either reasonable speculation or Nate alluding that someone is barking up the right tree, without actually confirming it. All we can rely on is what is actually written or said by the devs. The devs have said multiple times that "fun" is more important than realism. So them not wanting to add the tedious little tasks that is required in RL is (in my opinion) understandable. The background systems can be more complicated than we are expecting. The level of detail is greater than we're anticipating or optimizations may not adequate enough to allow N-Body. We just don't know. The N-Body argument has already been ruled out for the majority of the game. But remember, you do have to read between the lines sometimes and for the case of N-Body, it may show up elsewhere in the game. They only confirmed Rask & Rusk, but it can show up elsewhere, in a different form other than a binary system.
  19. Let me counter with this. "Full system n-body gravity is, of course, not planned for KSP2, as it would be overly compute intensive and also require complex station keeping on all vessels in orbit that, we feel, distracts from the fun of the game. However, we look forward to how players will deal with, or take advantage of, some of the interesting properties of the special cases where physics gets far more interesting than we’ve grown accustomed to in the original Kerbal Space Program." From
  20. They already been using a composer and have created music from the beginning. It's not going to happen. (Plus any music from KSP1 will be an instant delete from the game for me. I'm so sick of the music that if I hear it, insta mute of the sound.)
  21. But most of the time Danny2462 has to fight to get the bug to show itself. These types of bugs I can live with. Obvious ones the hurt game play, those are the ones I won't tolerate.
  22. I'm guessing you're talking about Starfield? I get that. All I can figure out is it's a space-based RPG. Ok, but what's the story? They have you hunting a "mystery." Ok, but why? Nothing. At least we know the ideas behind KSP. The systems behind the game may be unknown at the moment, at least we know what it's about.
  23. That's awesome, but I feel it could be painful to use for KSP. Playing KSP on the steam deck I mean.
  24. @PDCWolf Put yourself into the devs shoes. You give info, and you're accused of holding back; told by some "internet expert" you're doing it wrong; or you should be working faster. You try to explain an unpopular decision, you're accused of lying, not listening to the community, the project is going to hell, etc. No matter what you say, honestly or not, it's never good enough. So why say anything at all? That's what happens 95% of the time. You don’t know about a game or sequel until it's ready and about to release. Despite what you think, Intercept, Squad, Private Division don’t owe you or the community anything. They don't have to answer questions, they don't have to release information, they don't even have to complete KSP2. This isn't some crowd funded venture where you already have given money to them. It's funded by some faceless company. This faceless company is the only people that can demand anything from the devs, not you or the community. That's just the facts of business. You may not like them, but it is what it is.
×
×
  • Create New...