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shdwlrd

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Everything posted by shdwlrd

  1. KSP has a large parts catalog. With how KSP handles fuel related parts now, there's a ton of redundant parts in the catalog. With the confirmation of multiple fuel types and many more sizes planned for fuel parts, the number of redundant parts grows quite a bit. It would make sense to remove as much redundancy as possible. It would also make sense not to port over the parts that are rarely or never used. With KSP2 porting over parts from KSP1 and creating new parts, the parts catalog management would have a goal of being as small as possible while giving the player as much possibilities to build what they want as possible.
  2. The devs have said they don't want any spoilers in regards for the new star systems. So I would imagine that they will be hidden until discovered in both sandbox and adventure mode.
  3. This has been discussed many times before. I hope after reading the linked threads there would be some new ideas how science could be implemented.
  4. Mmm... no. Have a kraken attack launch your pod at ~10% of C out of the system and let it coast at high warp for about an hour or so. (Or you can spam the gravitic engines from KFS with infinite fuel on for the same affect.) You won't be able to pick out the sun or planets in the distance. I don't know if this changed since the situation I'm describing happened pre 1.0. I do remember that you were able to make it several solar system widths away before the tracking stopped and the attitude display broke.
  5. Well, when you get to the edge of the playable area in KSP1, Kerbol blends into the skybox. So I'm thinking that there won't be much of a difference between the new star systems and the skybox.
  6. That would make sense. We do know that the devs used Sqaud's assets for the revel trailer. More than likely still using them for internal development and testing.
  7. Well it's definitely something. It could be a star, planet, or a really bright part of the skybox. It's strange that there are rays coming off it though.
  8. Yes you will, but you would be using the colony system for that. The KSC itself would more than likely be a static location.
  9. So KSP can't teach the orbital mechanics or the thrust equation or the other physics principles that the background simulation for the game relies on? (Which are very close or the same as real life principles.) KSP can't explain or link/point to info on some of the excepted astrological phenomenon that would be seen in space? The devs can't name geological or astrological features they add to the game anyway they see fit?
  10. This is a feature I wouldn't use much. I'll probably only rename the colonies and the area around them, not much else.
  11. That sounds like a good idea. Having a window pop up would be annoying if the feature is near where you decide to do some long term operations thou. Maybe a floating name that is clickable or the name only shows in the info screen from whatever mechanic they use for resource hunting.
  12. I was more excited to see Pol. But the Mun looks good overall. I did like seeing some of the ejected material around some of the craters. (It's the small details like that made KSP1 planets seem dull.) My only real gripe is the lowlands appear are too dark from orbit compared to the rest body.
  13. It looks fine. I'm not expecting any of the planets in KSP2 to exactly match the planets from KSP1. (Ex. The KSC is in a different location in KSP2 and can't be matched to any known location in KSP1.) The only thing I can see doing is lighting up the grays a little bit and adding a bit more details.
  14. I'm thinking more like Gremlins. They have little pods that pop off them and turn into Kerblins after a little while.
  15. I believe that too. But in the beginning you only need a few parts to make watercraft and submersibles; a screw type engine, a ballast tank, and a pump. Maybe a specialized cockpit for it too.
  16. Puff. This planet is either half ocean or a massive floating island. So it's safe to say there will be some parts to make floating/submerged colonies and parts to make boats and submersibles. (Plus why would there be a boat ramp on the new KSC they keep showing.)
  17. Nothing has been said about Kerbal professions or if they will continue into KSP2. We don't know if there will be contracts or not. For hotels in space, that would fall under the colony side of things. (Probably extra crew quarters added to a colony.) Basically don't assume that the career/science systems in KSP1 with carry forward to KSP2. The devs have said they will be replacing the career/science progression in KSP2. With that said, there's nothing stopping you from having tourists in your game even though they may not be present in the game.
  18. I've done this already. It could be a way to recover materials that would otherwise be considered lost. (Damned Kraken attacks)
  19. This isn't Space Engineers... Cosmetic weather effects only. Don't want to deal with real weather effects in KSP. If I want to mess with weather effects, I would play MFS2020.
  20. I agree and understand. With the large resource base that is coming to KSP2, it's hard for me to speculate that deeply into it without a vested interest. Without knowing the raw resources and final products. I can see right now is a very general image of what's going to happen logistically. In the early game, you're going to be stuck with doing Hoffmann transfers which would limit the early trade to Kerbin's and Jool's SOI based on how quickly you can traverse between the planets and moons. But trade between Kerbin and Jool will be sporadic because of optimal transfer windows. (All the other planets would suffer from the same problem more or less.) That means any resources collected will be used for local production or stored for transfer to other planets. Once you can start to brute force brachistochrone transfers, different routes will begin to open up. Probably limited to urgent supplies in the beginning. Once you get engines that can do brachistochrone transfers reliably and cheaply there would be very little limitations on trade within the star system. Which at that point, you're looking to start going interstellar.
  21. I can see Kerbin having all the resources available because of a large (if not apparent) manufacturing base. The only limiting factor would be the availability and time to ship them. At a certain point, I can see having to wait for resources to be available to ship. That should push the need for colonies to start collecting on their own. I've never got as detailed as to which planets would have which resources. I'll leave that to the devs. For logistics, I can see mirroring what happens in the real world for transferring the resources around.
  22. Well, I would like ore to stick around for a generic construction material. It could easily encompass both metals and regolith. Fuels and LS on the other hand, could get fairly complicated. My only real hope is they don't make it too complicated. I would really prefer one raw resource equals one final product. But for some reason I don't see that happening. As long as there isn't too many intermediary products between the raw resources and finished product, it shouldn't be too bad. I just hope they don't pull a MKS and USI-LS with changing the recipes and not documenting the changes that were made. (This is the primary reason I stopped using the USI resources and just use the parts now.) For shipping and trade strategies, that would be up to the individual.
  23. No, not really. Anyone can be trained to do a job to various degrees. Look at the humble farmer. They are also mechanics, market annalists, engineers, geologists, carpenters, biologists. Now look at the backgrounds off the modern and past astronauts. Basically, KSP needs to move away from only certain classes being able to certain jobs. I would say those Kerbals that are on a mission are individually controlled, like how KSP is now. Any Kerbal that is added to a colony becomes nameless until you need them for another mission. But separating the Kerbals into classes before the recruitment process is unnecessary. It wouldn't matter at the colony level, unless you want to micromanage you colonies. I'm sure most people don't though. (I'm not saying that the Kerbals names and stats aren't set in the background, you wouldn't see their stats until you need to recruit them. Nor will they show on any rosters until they are assigned to a mission.)
  24. Every time I see this post, all I can think is cat wrangler.
  25. Very informative. I liked how clear and concise your explanation was. I never realized how much work was involved in just drawing smooth curves in a game.
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