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mattinoz

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Everything posted by mattinoz

  1. I know at least one online map provided is pitching 3D real world maps for games to use. Sure Kerbin is 1/10 scale so would need some scaling and careful selection but sure would be an interesting way go large areas of landscape to texture the planet and climatic city scapes.
  2. The world isn't ideal indeed for the reasons noted there won't be one, they won't all build off a standard, there will be one on one platform that is popular but doesn't carry to others. We'll have the same barriers to regular but curious players getting to use and enjoy the game extended by mods. I think the Base game can do a lot of things better and provide a base line that could still be extended. Like some many target areas for mods providing the baseline means modders can extend instead of first creating a baseline and hope it gets picked up by other modders.
  3. Would love to know if mod (or even stock sub-system) delivery and updating are going to be embedded in the game itself. Or do we still need to do the mod-dance each time a mod or the game updates?
  4. I've always thought this was great scope to give Kerbals themselves a bit of autonomy in the game. Link supply lines to Kerbal training. Player Trains the first crew who can then fly on their own if a cabin has more seats than required for the flight then Kerbals who fly along become trained. Then you'd only need to re-run if something happened to enough crews that capacity dropped off. Which could be because of accidents or you raided too many of the trained crew roaster to assist set-up another supply line.
  5. The earlier people get comfortable with the game the sooner they’ll be participating in forum challenges to stay challenged.
  6. If they want the game to try on bank on success of KSP 1 and have maybe 10years life space then it would seem like a good plan to have Tik Tok teams each handling ever second release. Give each down time and space to be creative as well as providing a range of opinions.
  7. Fingers crossed for KerbalKart build your own buggy racing game. No atmosphere and low g sure make interesting design challengers for racing.
  8. That doesn't allow to burns outside ideal Hofmanns transfer and we know KSP 2 will have engines capable of some very high speed transfers.
  9. We know the game will have thrust on rails so with station keeping thrust we could have stable orbits much lower till fuel runs out.
  10. I do own a Mac but I’m wondering if it will come to iPadPro and Mac
  11. So there could be in game niche if atmosphere was more real.
  12. How will people discover Scott Manley if the game has tutorials?
  13. So the node is still for the craft but at a larger map scale allows it to be drag to anywhere along the parent body orbit? I like it, better than transfer window planner which can be hit and miss as it's working remote from the game system that is actually tracking the paths. Not sure about anyone else it has always been more miss than hit for me. Would think something visual as well as numerical like a solar scale node could be would be more engaging to more players.
  14. I was thinking more more physics "unwrap" so the engine has time to keep up as it then have 4 or 8 seconds to render every detail of the explosion. That is assuming that slowing it down would allow to avoid dropping frames.
  15. Exploding in slowmo doesn't seem like a bad idea to me. DAMN! OOOooohhhhh..... Pretty
  16. There was a brief and tantellising write up about the new "spacial graph" system that was part of allowing 3+ Body Physics for the twins. Not a lot of details but it seemed like a central system keeps track of everything in the games on rails. Then spawns sub-processes with just the information needed for the physics bubble. I guess it has further refinement as to what engages with physiscs calculations. Would seem like that would make it easy to have multiple of the sub-processes within a game for things like constant acceleration out of current player scope and I assume multi-player when not directly interacting.
  17. What if the functional restriction was that it started in one of the new other systems in a self supporting colony that had lost contact with KSC? It would be a like sandbox of only the parts that can be made from the resources of the colony.
  18. With any luck everything we know or suspect based on KSP1 tech tree will be wrong.
  19. Curious as to why Water doesn't get a mention as a resource. Surely the resource system will cover more than fuel for engines and extend to keep Kerbals alive and thriving. Would be nice to see distinct levels of mining a drill might get ore and water if sunk into ice or a lake. Special resources should present a distinct challenge if they exist.
  20. First time you use it it's a bit doughy second a bit toasty, third just dust.
  21. A DLC that adds Terrain modification to the game for better colony mechanics would be stellar and would seem a nice fit with Planet creation across a board range of players.
  22. KSP2 doesn't need to get everything right for everyone, it can let mods adapt play styles in the game. This seems to me to be a good summary of what they should get right give there is a solid example and they've been building from day one to include it. Would love to see if KSP2 for single-player and multiplayer might handle mods. If there are per-save mod set-ups would be great if there was mod syncing between players.
  23. Why would you want it for free? Free things are always worth less than you pay for them.
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