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Everything posted by shdwlrd
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different ways a career could work in ksp2
shdwlrd replied to jastrone's topic in Prelaunch KSP2 Discussion
No, that's bad. That forces players to start grinding something before they can continue. It also can cause a failure point for the progression for the very early game. Which is against what Intercept wants for KSP2. I understand that some players need goals to push farther in a game. There nothing wrong with that. In most games you have a chance to recover before you truly fail. If you do fail; you just go back to an earlier save or checkpoint, or you continue without the materials you had at that point in time. I know that there are perma-death games out there. I own a few, and I stopped playing them because of having to restart after a mistake was demoralizing and frustrating. KSP can be frustrating from your very first launch and the failure rate can be high in the beginning or when you're trying something new. The funds made it impossible to continue when you had more than a couple failures in the early game. It made the game very unforgiving when you're trying to learn it. We all know KSP isn't the easiest of games. So why make it impossible for the new players to reach the next milestone because they made a mistake and when bankrupt within the first few days of playing. Why make it so a string of bad missions will end their play through and force them to restart. That's just adding unnecessary frustration to a game that can be very frustrating to begin with. Funds shouldn't be added to KSP2. If they are, funds shouldn't be apart of the main progression of the game. -
different ways a career could work in ksp2
shdwlrd replied to jastrone's topic in Prelaunch KSP2 Discussion
Can't that be done by having only certain parts available and unlocking parts as you reach certain milestones? Remember, the land based VABs will have very limiting constraints for size and mass for the rockets. (No more 400 million tonne launch vehicles built on the planets surface.) Funds aren't the only way to limit the player and keep them from getting in over their heads until they are ready. Funds to me seems just something to brag about and force an early end of a game progression. I'm going to repeat again, Nate doesn't want failures in the progression that isn't tied to the players skill and engineering. So funds will have to go away or be just something in the background that has no bearing on the actual progression of the game. -
different ways a career could work in ksp2
shdwlrd replied to jastrone's topic in Prelaunch KSP2 Discussion
@SciManWhy must KSP require funds to do anything? It really isn't necessary when you use an exploration and discovery based progression. At that point funds turn into an unnecessary layer of complexity that can cause a fail point. One thing Nate has said about the adventure mode is that there won't be any failure points built-in. That means the only failures you will see are based on the players skills and engineering, not whether they can make enough funds to continue. Also, in KSP there is no winning state nor losing state. There's only seeing and doing until you either seen it all or get bored. -
different ways a career could work in ksp2
shdwlrd replied to jastrone's topic in Prelaunch KSP2 Discussion
Ok, I snorted when I first read this. Intercept please let us break out of our pens and allow us to become moguls of our kerbin population without learning spreadsheets of data. An exploration and discovery based progression is the way I would prefer how to unlock new tech. It would be more in the original flavor of KSP before the career and science modes were added. The wonder of self exploration and the awe of finding something that peeked your interest. Granted the veteran KSP players may get bored with that type of game play but it seems that Intercept is changing things just enough get that wonder and awe back. -
Screw drive. One or more rods rotate to raise or lower the bell. (Similar to how some automatic lift hatches work in cars.) Nope, corrected by Mr. Simpson.
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I was wondering how the nozzle moved up and down, then it hit me, screw drive. Duh... Nope, proven wrong by Mr. Simpson. Nice work as usual. Glad to see an actually useful NERV being added.
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Cross-Compatibility with mods? Could we see this with KSP2?
shdwlrd replied to Fundati's topic in Prelaunch KSP2 Discussion
Direct ports, no. Can they be changed to work with KSP2, yes. (If the mod author wants to do so.) Part mods: Those will probably be the easiest to convert over to KSP2. But the API's will change so the configs will have to be redone. Also there maybe some changes required to the models to make them compatible. Not overly difficult, but time consuming. Program type mods: The API's will be changing. Without knowing what the API's will be, or knowing what language(s) Intercept is using or expecting or allowing, can't say if it would be easy or not. It could be easy, to a royal PITA, to total rewrite for program type of mods. So mods like MJ, KER, KOS etc. may not be available for awhile after release if at all. -
Resources sketch
shdwlrd replied to Pthigrivi's topic in Prelaunch KSP2 Suggestions & Development Discussion
I'm thinking that concrete along with metals will be necessary for the permanent colony structures. Concrete can be made with regolith and water. Oh another missing resource is good old dihydrogenmonoxide. -
Planet Builder
shdwlrd replied to Staticalliam7's topic in Prelaunch KSP2 Suggestions & Development Discussion
If this is a separate modding tool after release. Sure, cool to have. It would be the players choice to download it. But apart of the stock game, no. It's not necessary for the stock game. -
Kerbal Accessories
shdwlrd replied to obnox twin's topic in Prelaunch KSP2 Suggestions & Development Discussion
We have already seen evidence of kerbals with glasses, different hair styles in the different videos that have featured them. It's safe to say that the kerbals looks will be varied. -
Can't disagree on this point. There will be players that will want to watch the whole transit play out each time they launch an interstellar mission. (To each their own.) So making that wait as short as possible is desirable. But again the distances between the stars needs to be enough to take a long time. (Thanks to the kraken, and boredom, I've been to the edge of the playable area in KSP v.90. That seemed too short of a distance to reach a new star since the Kerbol system was just off the edge of the screen.)
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Everyone seems to keep forgetting that there will be higher time warp levels than KSP1. Nate mentioned in one of the earlier interviews that they increased the time zoom for playability. We don't know what the levels will be beyond what is currently in KSP1.
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Surnames!
shdwlrd replied to Hyperspace Industries's topic in Prelaunch KSP2 Suggestions & Development Discussion
I'm not against having surnames for the Kerbals. But please for the love of god, make up names the don't all begin with "K" and would have an organic feel for the Kerbals society. -
Developer Insights #11 – Engine Exhaust Visual Effects
shdwlrd replied to Intercept Games's topic in Dev Diaries
I do enjoy reading about the technical side of development. I would like to see more. -
Atmospheres without oxygen
shdwlrd replied to mcwaffles2003's topic in Prelaunch KSP2 Suggestions & Development Discussion
The rapier is a rocket motor and jet engine in one. (Neither stage is really efficient anyway) What I'm thinking is using a standard turbine engine setup to use an oxidizer to allow combustion of regular jet fuel in an non oxygen rich atmosphere. Basically creating an oxygen rich area in the within the combustion area of the turbine. -
Atmospheres without oxygen
shdwlrd replied to mcwaffles2003's topic in Prelaunch KSP2 Suggestions & Development Discussion
It would be helpful to be able to use oxidizer for jet engines. At that point it wouldn't matter much if there is O2 in the atmosphere. Of course, there would need to be enough atmosphere to be effective. -
Better stage management
shdwlrd replied to mcwaffles2003's topic in Prelaunch KSP2 Suggestions & Development Discussion
Good idea. I don't know how many times I've messed up my 2x2 staging of boosters or messed up my satellite stacks by having the wrong one separate from the stack. This can also help to see if you have your fuel lines and cross feeds setup properly. -
Research Stations!
shdwlrd replied to gussi111's topic in Prelaunch KSP2 Suggestions & Development Discussion
There wouldn't be much of a difference between a research and mining outpost logisticly. If you can add a lab to get science, I'll be adding them to all outposts and bases. -
What are you referring to? If you're worried about the distances involved, Squad had a solution to that. And Intercept is expanding on that solution.
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You can't compare what is now in KSP1 to the future capabilities of KSP2. KSP2 is being developed from scratch with the new capabilities in mind.
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The devs have said you can thrust under warp. That will speed up the transit greatly including higher time warp levels.
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probe assembly facility
shdwlrd replied to funnelton's topic in Prelaunch KSP2 Suggestions & Development Discussion
My head cannon is that the probe core was built else where and sent to the KSC for final assembly. Much like other parts you use to build. -
There is no clear explanation on how new colonies will be created. The speculation on colony creation is the best guesses the individuals have on the subject.