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KSP2 Release Notes
Everything posted by Snafu225
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Have I lost it? I can't see fins towards the top on the right booster though. I can only see two fins on the booster closest to the POV and those look like two way symmetry.
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That's how I remember it too.
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I'm going to shake my raised, clenched fist softly and think of you who played with my patience and causing me to have to wait another hour or two.
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A few questions about KSP2 early release
Snafu225 replied to Souptime's topic in Prelaunch KSP2 Discussion
@K^2Yeah, I'll be watching the infernal robotics guys closely though I suspect mods will start of rather slow. I'd imagine motivation to mod from the get go might be low as game iterations could rather frequent. -
A few questions about KSP2 early release
Snafu225 replied to Souptime's topic in Prelaunch KSP2 Discussion
Do you remember where they said that? Did they say whether they might return? Robotic Parts are kind of really important to me if I'm honest. Always love to make foldy/adjustable designs. -
DayZ Mod and the following EA of DayZ Standalone. Plenty of competition that spawned after the success of DayZ Mod, yet Dayz is/was very successfull even though it was really janky for most parts of it's lifetime. Just an example. Edit: Anyway this seems really off-topic tbh.
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Wow, I can't remember the last time I played without at least visual mods. Completely forgot how stock KSP looks plus even though I still play KSP1 I already got hit with the nostalgia fellacy. What are the chances you'll compare more of those screenshots?
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@blackrack
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Don't get me wrong, I think something like that would be nice. Just like I said, it's nothing KSP2 needs right now or most likely even a year after release. Despite that I feel like this has been discussed to the moon (mun? ;D) and back and it's important the devs start off with a good basegame for the community and future development to thrive on and than we can talk about museums.
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Oh, and I agree. I just wanted to pad that point of view with some gameplay mechanics that exist right now and can be tried out as we speak.
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Having read a lot on this forum, I'm afraid some have expectations in the game which are blown out of proportion or feasibility. I'm almost certain many will be disappointed on release.
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This. Pretty much nothing to add to it. Yes, those buildings add a little to the experience but my "museum" will be on the planet surfaces, where I see past/old expeditions, the first base structures etc. I don't need and don't want to do that in a menu/building on kerbin. It might be need for things like the first probe to flyby/orbit something, but is it cool enough that I'd want dev time used up for it? Nah, not really. Maybe, as soon as KSP 2 as future DLCs or free updates, but now I couldn't care less about things like that, even if that might sound a bit harsh. @Vl3d I read your Wishlist/Suggestions collection and though I pretty much agree with 99% of all those ideas a majority is (in my oppinion) just stuff that's nice to have but far from needed or way to ressource intesive to develop/implement. Right now we're looking at a barebones beta release, what matters here is a stable, solid foundation for future features and expansions.
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Yes and no, I'd say most will realize that when the supplies won't suffice anymore because a return orbit didn't work out as planned or something other unexpected happened (I placed part of my supplies on sections that got staged once) and now you're in a time crunch to save those kerbals. There's still a rescue mission to be done, only with the added challenge that you can't wait around to get bigger/better capsules/rockets but you have to make do with what you have at that very moment. And if those kerbals are stuck on a far away planet and there's no suitable craft close that's part of the learning experience, the mistakes we keep doing until we figure it out and that's something Nate talked about a lot. Next Eve Mission will be planned different/more carefully/more redudancy/etc so you won't loose the kerbals anymore. Taking this and sticking with LS for now: The mod Snacks can be set up in a way that as soon as you run out of supplies, you will stay in control of your craft, nobody dies but you loose money and rep every day they aren't resupplied. Which as you said isn't realistic but makes for some good gameplay. And in case that's not realistic enough you can choose to have Kerbals faint from time to time or die when they run out and if a mod maker is able to provide different settings like this I'm confident the devs can do that too allowing everybody to dial the realism/difficulty/gameplay loops to their delight.
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Oh damn, I totally forgot about that video, thank you. Yes those look really good, though Deddly is also right. It could be just different weather/cloud patterns we're looking at.
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Do you have a link to that video? Despite that I think big performance optimization will happen when KSP 2 is mostly feauture complete. Similar to how it was with KSP iirc. Also new EVE is a bombshell but that's off-topic here.
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Afaik, Nate said in one video/post that those images are just models in front of a spaceholder background. Those clouds you see there are just static pictures, so keeping that in mind. I'd rather have those dynamic ones like they have now.
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Ooh I thought of something
Snafu225 replied to adriantheflash's topic in Prelaunch KSP2 Suggestions & Development Discussion
I personally don't think multiplayer will be that expansive. I think we get a 4 player "coop" style of multiplayer which you play with your close friends and then go for either a cooperation or a space race. Just think about the implementation of timewarp if there are 10+ people on one server. High population server, if they are possible are only "useful/fun" for flying around together like scott manleys dogfight series or the canyon race.- 9 replies
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Could be the parachute tethers/lines paired with some AA/Sun reflection shenanigans, as the top of the capsule is opened aswell.
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Without us knowing their nomenclature/hierarchy/internal timeline anybodys guess is as good as my cats. But yes things are apparently progressing.
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This might help Yes, yes, you can see the docks right there.
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[1.3.x] SETI, Unmanned before Manned [Patreon]
Snafu225 replied to Yemo's topic in KSP1 Mod Releases
KW Rocketry is actally updated now.- 2,515 replies
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Oh I thought you tried to decouple the fairing base from the rest of the rocket... that is supposed the way it is (you need an extra decoupler), but you can't detach the fairing walls?
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That's planned, the way it is.