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Rocketology

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Posts posted by Rocketology

  1. 5 hours ago, The Space Peacock said:

    Another great and transparent upnate Nate, but i do have some notes and concerns i'd like to share with the teams about this one:

     

    First, on 'wobbly' rockets. While i am really glad to see the teams view seems to mostly line up with what the majority of the community wants, i did want to point out this;

    To be quite frank: wobbly rockets should not be a thing, under virtually any  circumstance. This sentiment of wobbly rockets being a core part of the KSP experience is in essence a glorification of a bug that got accepted by the community over time, born out of nostalgia. I want to remind the team that KSP2 can, and should, be its own distinct work. There's nothing wrong with wanting to keep features that made the original so beloved, but you really shouldn't be afraid to do away with features that just dont fit into the vision for KSP2. If you keep wobbly rockets now, you risk having to have to  come back on that decission once builds start to exponentially increase in size, which will  eventually happen as big features like colonies and interstellar get added.

    I came here to type up something from the same point of view, thank you for doing the typing for me! o7

    KSP 1 was lightning-in-a-bottle and trying to force recreate this for nostalgia isn't the way to go IMO. The KSP community has evolved significantly since KSP was first introduced and KSP 2 should blaze it's own, new trail. I don't want wobbly rockets for the sake of just having wobbly rockets, if this happens, I'll likely stop playing. I'd rather see rockets come apart from poor design choices or flight profiles like high AoA and dynamic pressure creating sheering forces that RUD the rocket.

  2. 58 minutes ago, ColdJ said:

    Hi there. Could someone tell me what the minimum PC setup is likely to be to run this, CPU, GPU, RAM etc ?

    Thank you.

    No one knows for certain yet, but you can make a fair guess, since they are planning on releasing a console version for PS5 and XBOX X/S (after full release on PC) - I would expect the PC equivalent of those console specs to be near the minimum requirements. 

  3. 2 minutes ago, Nate Simpson said:

    They are extremely cool. Our team is still trying to wrap our heads around all the new design possibilities that come with procedural wings - last week we all spent time building racecars... and they're just fantastic.  It's one aspect of the game that I'm very excited to see in the hands of players.

    Wings mean aircraft and spaceplanes! I'd love to see a dev update on the aerodynamics for KSP 2! Will the editors still act as rudimentary wind tunnels as they do in KSP 1? 
    And I would still love to make some of the "stock" aircraft for KSP 2!   

  4. 1 hour ago, Nate Simpson said:

    @Nertea is in fact now part of our team (yay!), but since we love doing things backwards, he joined JUST as Jon, Aaron, and Paul were putting the finishing touches on this system. I suspect there will be an ongoing conversation about tuning, as there always is. But we're all very happy with this system in its current form. :)

    That is so awesome! This makes my hear pump cartoon style for KSP 2!!! \o/

  5. I hadn't played or even heard of Kerbal Space Program until it kept showing up in my Steam queue after it's 1.0 release - even though I kept clicking "not interested".  As it looked like an indie game aimed at kids, little did I know that it is aimed at kids, the kid that still resides in all of us looking and learning at new things in wonder! I finally, after the umteempth time it showed in my queue, I downloaded the demo - my life hasn't been the same since!
    I spent over 40 hours in about 3 days just in the demo - needless to say, I bought the game.  From there, I spent 2 straight days trying to get to Mun and back - finally did it! And promptly realized on reentry that I had forgotten to attach parachutes... From there, I discovered the great Scott Manley who eloquently lays out many of KSP's complexities in a simple to understand way - Thank you Scott Manley! From there, I discovered Twitch where @EJ_SA, @DasValdez, & @MatoroIgnika were the trifecta of KSP live streaming at the time - and inspired me to give live streaming a go! 

    So through Kerbal Space Program, I have learned more about space flight and engineering in general, than I did while being an R&D engineer with Hewlett-Packard! Thank you @SQUAD for creating a game that not only entertains beyond reason, it teaches, it inspires, and changes the courses of peoples' lives! This is truly the best game I have ever played, and continue to play (even well beyond 10K hours now) - it's truly a privilege!

    KSP 2 certainly has some huge expectations in it now! 

  6. I was just commenting the other day that KSP 2 needs to look better than what you can achieve with modded KSP 1. And it looks like they are going to achieve it! This looks amazing!
     

    (This is from the visuals built into the JNSQ Planet Pack from Team Galileo)

    uPdoAOQ.png

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