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KSP2 Release Notes
Everything posted by Frozen_Heart
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HarvesteR has some news...and some hope
Frozen_Heart replied to AlphaMensae's topic in KSP2 Discussion
I wonder what he has in mind. Hitting that holy grail again is going to be really hard. KSP's simplicity but accuracy, combined with the goofy little green guys played a huge part in its success. Not only that, but KSP also benefitted from a massive amount of talent coming in in the form of other devs. Attempting to replicate that as a solo developer again might be asking a lot. -
An update of sorts from your forum moderation team.
Frozen_Heart replied to Vanamonde's topic in Announcements
If these forums do disappear, it's been great hanging out and chatting with everyone here over the last 12 years. And thank you to the mod team for all their hard work keeping this place going <3 -
Well, looks like this is the end of the road
Frozen_Heart replied to Cytauri's topic in KSP2 Discussion
Well.... GG. -
Thought I was safe with my 1660 ti. Guess not. Looks like no KSP2 for me.
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Developer Insights #17 - Engines Archetypes
Frozen_Heart replied to Intercept Games's topic in Dev Diaries
I was thinking the exact same! I assume to make it easier for casual players who may not have a science or engineering background. Especially if they learnt using imperial units. Hopefully the actual diameter is shown in the part details though. -
Developer Insights #17 - Engines Archetypes
Frozen_Heart replied to Intercept Games's topic in Dev Diaries
I really like the archetypes system. Consistent visual language will be important for helping new players learn the game. I also think that sticking to a single liquid fuel type like in KSP 1 is a good idea. The game is meant to be accessible to everyone, and not a hyper realistic spaceflight simulator like Orbiter. I'm concerned that 1.875m parts seem to have gone. I know they were DLC, but to me they were by far the most useful part size. At the roughly half scale of KSP spacecraft, they were ideal for shuttle and SLS boosters, Soyuz replicas, and Falcon 9 stacks. Additionally, the labelling system doesn't even seem to leave room for them. SM and MD correspond to 1.25m and 2.5m parts. So what would 1.875m parts be labelled? -
Really hope we get a more realistic model. Would be nice for swept wings to actually have an effect.
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should realisim overhaul be a stock part of ksp 2
Frozen_Heart replied to nomerac's topic in Prelaunch KSP2 Discussion
A huge part of KSPs success is due to being accessible, simple, and easy to learn. Realism overhaul takes all of that away, essentially moving the game out of reach of new buyers and casual players. It should be left as a mod. -
Propeller Speed Record
Frozen_Heart replied to ralanboyle's topic in KSP1 Challenges & Mission ideas
Realised it's only electric props so mine won't count, but I got a breathtaking 150m/s.... It was from the last prop challenge which ended up fizzling out. Would be nice to have a LF catagory. -
I mean FAR manages a decent enough rough approximation. If the game was designed around building aircraft which will never reach the speed of sound I could understand handwaving it. But any spaceplane in KSP will be dealing with transonic and hypersonic flight, so it would be nice to see some considerations made for designing around it. Hypersonic straight winged biplanes is pretty jarring in the stock game. I'm glad we don't have the souposphere still though. Back when adding nosecones made the craft more draggy.
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Wing sweep doing nothing at all is another jarring aspect to it. Apart from changing the CoL, having completely straight wings or heavily swept wings doesn't effect how the plane flies at all.
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oof sad to hear it will still be the stock drag model. It's definitely not intuitive at all. I swear it doesn't even do stalling at all.
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So the aero system in KSP leaves something to be desired (even with how much better it is now than it once was), and one thing which I'm hoping will change for KSP 2 is a complete overhaul of the aerodynamics system. For example rather than wings acting as flat plates, it would be nice for them to act as airfoils. The difference seems pretty academic until you try building an autogyro in the stock game and find that things don't work how they should. Do people think it's likely that the aero system will get overhauled? Or act in the same way as it does in KSP 1?
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I think the inspiration was a combination of the Pillar of Autumn combined with inspiration from another user here who started the warship building craze. Ended up moving into my own style eventually though: Also the physics breaking concepts are great fun to mess with! We noticed kerbals on ladders made an uneven force, and then tried to recreate the effect with parts. The K-Drive was the result.
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Don't have my oldest pics from 0.17 anymore sadly. This is the oldest one I have. Not sure which version. 0.18 or 0.19 maybe? Also K-Drives before you whippersnappers thought it was cool!
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Should the ksp 2 devs change the Kerbol system?
Frozen_Heart replied to catloaf's topic in Prelaunch KSP2 Discussion
Wouldn't want any planets removed, but I'd quite like some outer planets added like NovaSilisko wanted to do. Or like the outer planets mod. -
I honestly completely disagree. Everyone likes to play slightly differently, and having options to choose from like re-entry heating, comms, life support, etc allows both hardcore and casual players to be catered for. Mods are an awful substitute, as on consoles it's difficult/impossible to get mods, and when they're discontinued the people who were forced to use them to get the settings they wanted are out of luck.
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KSP Needs life support. PLEASE
Frozen_Heart replied to Marshall Hopp's topic in Prelaunch KSP2 Discussion
I'd like life support, but done in a very simple and friendly way. Have it as a single resource, and if it runs out the kerbals simply hibernate until restocked. Command pods, storage units, and crew modules can contain it, while larger modules such as biodomes and atmo scrubbers can create it. It's noob friendly which fits with KSP's theme, while also at least showing that life support is a consideration in space. -
Will the Mohole be around in KSP 2?
Frozen_Heart replied to Bej Kerman's topic in Prelaunch KSP2 Discussion
Even though it's due to a bug, I really hope it stays. It's become an important and famous feature with the community. -
Trying to get the designs smaller than before. Thanks to Geschosskopf for the inspiration!
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Not played in forever so slapped together an autogyro.
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I'd like to see a simple life support system. Single resource, and if you run out your kerbals simply go into hibernation, and will wake up when resupplied.
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This is probably my only gripe with KSP 2 so far. It just seems not right that HarvesteR wasn't even informed that it was being made, despite being the one who came up with KSP in the first place. I get that he's not on the team anymore, but it just seems like common decency.