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Alexoff

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Everything posted by Alexoff

  1. The game is in development for 6 years The roadmap hasn't even started What game would you compare KSP2 to in terms of complexity? Really? Have you seen this?
  2. What technologies were obtained due to the delivery of lunar soil to Earth? I seriously doubt that if you measure the pressure in all the biomes of the moon, you can develop a nuclear engine.
  3. Why do you think so? What do you think is done in the game at a professional level? What can other developers learn from Nate and his team?
  4. Let's throw some more coal into the furnace of our train! The quarterly report from T2 has been released. Little has been written about KSP2. Here is all the information. What do you guys find this game exciting? Have you found a realistic environment with unprecedented detail? ______________________________________
  5. To make the train go faster, passengers need to go outside and start pushing it forward manually
  6. Juno has been early access since the beginning. Only a few people were involved in the development. KSP2 was supposed to come out first in 2020, then in 2021, then in 2022, then the full game turned into early access without new features. A days before the release, the developers of KSP2 posted a list of what will not be in early access - heating, aerodynamic effects, atmo scattering and other things. So I don't agree that promises are not broken. Here begins a strange story of half-truths and omissions.
  7. Juno may not be without flaws, but in steam this game has a very good rating. Perhaps this is due to the fact that the developers did not postpone the game for three years and did not promise something that did not appear in the game.
  8. Already closer to 4 years. I wonder how that version of KSP2 was better than today's? Then we had video cards and processors noticeably weaker than today, and the developers were already engaged in high performance for interstellar ships
  9. Here at 5:26 you can hear something about performance for large crafts. The question was about crafting in more than 1000 parts. ...hopefully, that's a much much much higher part count that what you would have experienced... September 2019. Then the grass was greener, the sky was bluer, KSP2 was supposed to be released in the spring of 2020, the multiplayer was already being tested. And we were naive.
  10. He seemed to be talking about other planets, we still have a space simulator. And there are a lot of boring places on Kerbin. But the surface is certainly better than in KSP1. And parts have more polygons.
  11. Looking at the title of the video, for some reason I remembered an old joke. One chef comes up to another in a restaurant, shows him the visitors and says - "Look, they are eating THIS!" High fps for medium computers for huge crafts, first impressions for beginners, docking, working multiplayer, and the last question about 2022 and success. This is both funny and sad... Interestingly, it was for this reason that T2 made him the face of an advertising campaign?
  12. Nate has a lot of experience talking about the difficulties in work and faith in a brighter future. It seems to me that he needed to go into politics, in politics usually no one remembers what was said a week ago, not to mention years.
  13. The quarterly report T2 will be released tomorrow. I wonder what they will write about KSP2? Will Nate write about the successful release of early access (25.000 peak players!) and how confident the development team is looking into a brighter future?
  14. Are you saying that someone will come here not to discuss the topic, but only to swear with other users?
  15. These players should be very happy, because fifty developers are working for them
  16. In KSP1, if you measure the temperature and look at the goo in different places of the space center, you can open quite a lot of technologies. You don't even need to fly to Mun! Too bad it doesn't work that way IRL...
  17. In KSP1, the illumination on the planets was set by simply adjusting several colors for the filters. You could do pink shadows and an orange sky. Checking scatter is pretty easy - will the flag turn a different color at sunset? If not, then in KSP2, several light filters have been added to the planets for different situations. Many players do not see retracing, so developers who keep up with the times can also not add it to games, limiting themselves to the usual reflections of the 2008 level. But in this case, there is no need to talk about RTX
  18. Here is scattering Here is distant fog Fog is part of the scattering, but there are other parts as well.
  19. At this stage of the game, science is more of a marker of whether IG has its own vision of the game or whether they decided to assemble somehow KSP1 + graphic mods + a couple of star systems + DSP elements. If science is going to be the same boring grind as in KSP1, with a redesign of the window, then we should not count on something worth further.
  20. It's a distant fog, scattering is a little harder to do
  21. I think it will just be copied from KSP1, since the developers did not show us anything in the gameplay videos that would not be in KSP1 mods. But the texts will certainly be new. I hope. The main problem of KSP2 is that it is practically no different from 2013 KSP1 in terms of gameplay. Of the new, only a wrapper that requires a lot of computer resources. The new gameplay element - colonies - is definitely not coming this year, and Nate has already told us that they won't be as impressive as they were in the 2019 trailer. I don’t understand at all why KSP2 was (poorly) created twice from scratch, in 6 years it was possible to disassemble the KSP1 code line by line, improve the existing one and make improved game. Does anyone care what Portal 2 is based on Portal 1? If KSP2 turned out to be KSP1 with a big modpack integrated inside, there would be less dissapointment.
  22. Of course, I can't know what's going on behind the doors of the IG office, but they showed atmospheric scattering back in the pre-alpha video. Since then, no scattering has been shown or told to us anywhere. As far as I understand, at that time there was no single build of the game, each group of developers had their own small build for testing, no one checked how these builds would work with each other. They began to bring them into one only this winter. Most likely it turned out that the scatterer they developed drops FPS to very low values and it would be necessary to specify not 3080, but 4090 in the recommended system requirements. To do this, they need to have the appropriate competencies. Engine exhausts and almost all parts were made by a modder from our forum. It's scary to think what would have happened without him. The creator of the scatterer could not or did not want to be lured into the number of developers, so there is no scattering in the game. Helplessness and hopelessness ¯\_(ツ)_/¯
  23. There is a market, but for some reason few people want to participate. Maybe it's like with some other genres, like RTS. It seems that there are a lot of Starcraft fans, but for some reason they practically do not make RTS, and those that are published are not very popular. Large companies prefer looter shooters with RPG elements and monetization, sending the best specialists to develop them. But I don't know why exactly this happens, there are probably many reasons.
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