Black Dog
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Landing causes Darkness
Black Dog replied to Black Dog's topic in KSP2 Technical Support (PC, unmodded installs)
Lots of Pictures incoming: The Landing was on Minmus, close to the Minmus Monument. Shadow starts appearing: And growing: Until there is almost complete darkness around my ship: Lets turn on engines: Landing: The Minmus Monument doesnt seem to be affected: But as soon as i touch down, things get weird and my rocket gets thrown around: Hope that helps.... Edit: The Radius of the Shadow Zone seems to be pretty much 1000m. I can see everything outside without problem. But inside there is nothing but darkness. Havent tried to bring some Illumination parts along - no idea if they help. Another Thing... The Darkness seems to be dependant on my zoom-level. The further out i zoom, the smaller it gets. Have a look at the ridge at about 11o clock in the picture. First with maximum zoom-out: Then I zoom in. It is getting swallowed: And more. Ridge is now completely covered in Darkness: -
Whenever i try to land on the Mun or Minmus, the game creates a bubble of pure darkness around my Spacecraft. Even when landing on the sunny side, as soon as a get to around 1000m above ground level, a rapidly expanding circle of darkness appears on the surface of the celestial Body.
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What do you think will be shown off on Friday?
Black Dog replied to Missingno200's topic in Prelaunch KSP2 Discussion
Or the sale price, system requirements and control options (HOTAS?) -
Will KSP 2 feature mod support for consoles?
Black Dog replied to Yarishe's topic in Prelaunch KSP2 Discussion
I wouldn't count on it. In the past, mod support has always been the Achilles heel of console gaming. This goes especially for games with multiplayer to prevent cheating and connection problems when lots of players run different mods. So even IF there are some approved mods, chances are, the number will be harshly limited. -
Don't send any unmanned probes. It's always Kerbals with USI Life Support to add to the difficulty. So it's usually 2-3 missions on and around Kerbin, then flying around mun/minmus and leaving Kerbin SOI to get Kerbol science before attempting the first lander on Mun/Minmus. After that it's Duna/Eve Flybys befor landing on one of the moons
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During science career, I usually set the slider to 20% Science rewards. Sometimes even 10% and adding a flat 20-50 point to get you started. This means the progression curve is much flatter and you have to build some rugged rockets to achieve your goals.
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MechJeb in Stock KSP2? [Split from another thread]
Black Dog replied to Stratennotblitz's topic in Prelaunch KSP2 Discussion
That's why MechJeb is a mod and not part of the base game. No one wants to take mods away from players that enjoy them. I personally never used it, probably never will and I have almost 1000 hours in KSP. Never missed it either because I learned so much more flying my own rockets. And being on suboptimal trajectory because I missed a decoupling or maneuver point by a few seconds makes it more fun than calculating the perfect amount of fuel and then watching MechJeb do all my work for me from start to landing. Why would you assume they are a) a minority? b) even thinking about what mods you run? c) actively trying to keep your favourite mods away? -
we should be able to create our own story mode
Black Dog replied to Stratennotblitz's topic in Prelaunch KSP2 Discussion
To be fair, it would be nice to have a KSP2 Mission builder right from the start. Being able to create a new corporation (e.g. KSP Junk Works) and setting a series of missions you can do for them would give modders and other creative heads a fair deal of stuff to work with. But since we don't know yet what kind of "campaign" is already in the works I prefer to wait patiently. -
are we gonna be able to join factions?
Black Dog replied to Stratennotblitz's topic in Prelaunch KSP2 Discussion
If one piece of shrapnel can't hit a moving target, how about 20.000 of them *crying from Processor* -
Basically everything @Stratennotblitz has proposed in one of his threads. No conflict for control, space pirates, trade hubs, random anomalies throwing your course off, rebel repair stations, alien space gas stations or MMO-hubs. Oh and PLEASE no leveling system where all your engines automatically get better to match the newest set.
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Best strategy against griefers would to build your outpost on a remote asteroid circling the planet closest to the star of a neighboring system. It would force those parasites to actually learn how to play the game.
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may the strongest signal win!
Black Dog replied to Stratennotblitz's topic in Prelaunch KSP2 Discussion
This is not a Colony Defense game. Neither an MMORPG nor a session of Stellaris. So this will NEVER happen -
we should be able to create our own story mode
Black Dog replied to Stratennotblitz's topic in Prelaunch KSP2 Discussion
Most players in KSP don't even play in career mode. For them KSP is like a man cave filled to the brim with tools to build something and then use it to reach some vague spec of light in the night sky. They are happy playing in their sandbox. I for myself would like to see some missions to do, rewarding me with progress or a shiny new toy to play with. But looking at your other posts, I guess my opinion about the kind of mission I'd like to see would gravely differ from yours. So yes, for a mission creator allowing modders to add their own campaigns or set their own targets. But NO for "war in an interplanetary scale, because the Jool Kingdom attacked our defense satellites, and we nee to assemble a fleet to hold them back at Duna" -
are we gonna be able to join factions?
Black Dog replied to Stratennotblitz's topic in Prelaunch KSP2 Discussion
@Stratennotblitz Are you sure, KSP is the right game for you? I mean after watching several of your threads about how to make KSP2 more action-packed and MMO-like, I am wondering why exactly do you want to play it? It is about physics questions, engineering problems and learning about orbital mechanics in a "realistic" way. Solving problems and discovering new worlds in a rather chilled environment is what makes KSP so appealing to me and lots of other people. Trade empires, alien attacks, bandits hunting your ships, wormholes teleporting you around and massive hubs for hundreds of players sounds more like something I never want to see in a KSP game. And it sounds like you would have more fun in another Space based MMO. -
should there be a space based economy?
Black Dog replied to Stratennotblitz's topic in Prelaunch KSP2 Discussion
I don't think KSP should turn into an economics simulation. If you want to trade there are lots and lots of different games out there (X-Series, Elite, Star Citizen, Eve Online) that would do a better job than KSP. KSP should be about building rockets and then using them to explore new worlds in a "realistic" way. Space trade beyond simple supply logistics (get X tons of "supplies" from Kerbin to Base Y) would only complicate stuff and bind resources better spend elsewhere. -
I'm not even sure they themselves have a final idea how it is supposed to work. No offense meant. At the moment I imagine some kind of Subnautica-style building where you carry some resources to your destination, build a prefab factory and some energy systems and just grow it from there. But I am certain, there will be a Dev Diary or another announcement showing us in depth what we can expect.
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Why not? It doesn't hurt to have some background fluff telling us that Jeb and Valentina graduated from Kerbin Aeorotech College before joining KSP. An ongoing feud between "Kerbin Junkyards Tech" and "Kerbospace Engineering" might not have direct influence on the game but might make taking jobs from one side more interesting knowing that Bob's father worked there until that thing with the Boiler happend..... Personally I don't really like to see all the new shiny planet systems. I feel they are robbing me of my adventures. I want to fly to a planet I know nothing about and find out for myself. If I crash because the first vehicle wasn't built for 3.5g surface gravity it's a learning effect. I don't want to be spoiled from the get go. I want to discover.
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I would like to know what all of you guys would like to see most of you could chose a topic for "Show and Tell" or upcoming Dev Diaries. I'm not sure the Devs will listen but it doesn't hurt to try - also I am curious myself. Edit 1: Added"Dev Diaries" to the titles. (The format shouldn't matter since the question was about the contents you want to hear about the most, not how it is delivered)
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One of the reasons I am looking forward to KSP2 is the reduced mod-clutter. Don't get me wrong, I LOVE mods. None of my games is complete without at least a few dozen mods crammed into the launcher until it hits 5 digits of loaded assets. But my love for mods also makes it really hard to actually play the game. Sure, CKAN helps in organising most of them but I still feel like I am spending more time digging through piles of mods that are depreciated, outdated, not for current version X, dependant on Y or incompatible with Z. I am looking forward for a fresh, clean game where lots of previous mod-only-features are available in stock and therefore hopefully more stable and always up to date. This doesn't mean I don't want to see any mods - hello no. But it would be nice to have a stable base with lots of features already existing so mods can concentrate on more important issues like Parts, Explosions and more planets/systems to visit instead of fixing shortcomings in the code.
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Seeing the giant statue (which is awesome) gave me an idea. Would it be possible to unlock this (or other) statues in-game by completing tasks? Something like "first Kerbal in another planet/moon", "heroically crashing while doing X" or "sending the first robot to Duna"? It would be really nice to have a visual representation of all the important milestones. To walk around between those statues, reading the plaques of a hypothetical memorial garden "here lies [Kerman Kermanson] - thanks to his piloting of [Rocket 22] we know the sun is too hot to land on it".
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Recommended add-ons / mods for newbies?
Black Dog replied to Neufusion's topic in KSP1 Mods Discussions
I agree, MechJeb ist helpful... But not for a Newbie. Part of the fun ist to find out how to do it yourself. MechJeb robs you of exactly that fun. You program it and go drink a coffee. After coming back you find, it has landed on the Mun for you - yay fun times. Later - ok, but not as a beginner -
Recommended add-ons / mods for newbies?
Black Dog replied to Neufusion's topic in KSP1 Mods Discussions
1. Youtube (especially Scott Manley's videos) 2. Kerbal Engineer Redux (it's a must for everyone and should be stock) 3. Modular Rocket System from Necrobones or KW Rocketry for some additional parts 4. everything else is not really needed as a newbie