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Kerenatus

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Everything posted by Kerenatus

  1. Is this an out-of-season April Fool's joke? Just kidding. Maybe not.
  2. I think it's highly likely that they carry the things needed to build colony buildings and such. No point for them to make a quite exotic shaped regular fuel tank imo.
  3. Yeah those containers don't look like they fit in "classic" size system at all lol.
  4. Let's face it. The part sizes are just not in-line in KSP1. Both "patterns" are imperfect assumption with artificial exception(s).
  5. Fiscal years are artificial "years" that vary from different institutions (even some governmental ones) and, as said above, Take Two's is March 31st. My assumption is that to give a reasonable margin for enough players to buy KSP2, the release might be half or one month before the deadline, and were there any early access, it would probably be earlier than February. But i'm just being optimistic
  6. I'm going to build a HUGE orbital colony around Kerbin as my main construction base of interstellar ships.
  7. Yeah that's a tough one. i remember reading a Star Citizen development article saying that they used a "grid" technique which procedually treats certain parts of a larger vessel as a whole, calculating the interactions between those collection of parts, then calculating the parts within each collection seperately. This way the calculation of a big vessel is much more distributed. Though theses kind of things may be too much to ask for in KSP2
  8. I haven't used any scaled mods in KPS1, so i'm wondering how well the scaling works for vehicle parts, especially engines? Is there a solid scaling formula for the parts so we can reliably and conveniently scale them without making them over or under powered? Or do we just use the very same parts in an easier or more challenging environment?
  9. The kerbal manufacturer might say: Warrenty voided if used at planetary launchsites. Seriously speaking, we may technically be able to just use it, but at what cost i don't know lol.
  10. Mod list surely needs to be unified in MP games. Either to straightforwardly ban mods(the worst case), or to allow the "host" to make a mod list and using perhaps in-game data streamming to load it for all guests? With that said, i'm wondering how the loading of KSP2 would work. Since we will have multiplayer, and in KSP1 we load everything before start, does it mean we have to choose single or multiplayer before open the game and load everything needed afterwards? Or will it be loading universal "stock" data then dynamically loading needed mods for an actual in-game save?
  11. I got an idea: they could add a stock RSS system as one of those "free-dlcs", and add some new systems as paid dlcs.
  12. I'm always talking about the issues related to the being-worked-on craft file my dude, you don't work something on nothing, you work on a file. But since you don't know the basics, i'd leave it here. Also, i never said or implied in any prevous post that it "can't be done". I'm talking about whether the gameplay experience that suggested feature might bring worth the resource that it could potentially cost. By resource, i mean both developing and maintenance resource, in terms of both human and monetary ones. Only technically possible is faaaaaaaar from enough for a feature to be implemented. As this said. Above all, it relies, of course, always on the actual developers to decide anything development related, but since this conversation occurs, i'd like to add my bits as well.
  13. seperate craft files => seperate editing, which is effectively just sharing craft files like what we have on steam right now, but in a relatively convenient way. You won't be able to edit the same thing simultaneously in the way you suggested, which makes sharing live VAB pointless since it's not live at all. On a friendly note, might i suggest having some basic grasp of programming and network?
  14. In a technical vew, allowing building a vessel live between several players may well require the server to constantly saving temporary craft files for every online game and even more back-up files if reverting is allowed,which is highly inefficient. While doing it solo, the game needs only to save it locally and having the craft file online only when you decide to share certain crafts. I don't expect them to arrange that much server resource for the MP feature of the mainly solo-focusing game. It may look simple in human logic, but require a [~ snip ~] ton of unnecessary resource for the computers.
  15. IMOH, allowing players to share VAB live doesn't really worth all the potential [~ snip ~] Sharing crafts or semi-assemblies directly in-game is a decent and much more abuse-free option.
  16. No doubt they will try to optimise the performance, but it still really depends on what specific laptop you are using.
  17. If vessels still use a tree structure, it'd be quite hard to revert guest changes only while a vessel building is in process.
  18. It occurs to me that i'd love to see an even more efficient loading process(in terms of mod-heavy installs).
  19. With better planetary features(more detailed terrain, scatter, interesting places) coming with KPS2, even the old-sized planets should "feel" bigger for exploration, but i do agree that we could use double-sized globes.
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