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JoeSchmuckatelli

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Everything posted by JoeSchmuckatelli

  1. That is one of the things that they're trying to resolve by having a lot of the things players like baked in. With Mods - the core game is carrying a slapped on thing... and that generally works, but it's not ideal. So they're baking into the core program a bunch of things from the mods that people like. Unlike what some people keep incessantly complaining about... they're not going for super-extra-special-fabulous... but instead their own choices of what the game environments should look like. Wish folks would respect that. Because so many players have potatoes (and because Console is a bigger market than PC) - if your system is anywhere near the recent XBox or Sony releases... you should be fine. I really, really doubt that the final specs for 'high end' will be anywhere north of Series X requirements.
  2. Another fun fact (thanks to @steve9728 's link) - Magenta isn't real. Magenta: The colour that doesn't exist - BBC Reel
  3. Yeah... I don't see how that cannot result in some damage to something that ends up needing repair. (Can't make an omelet and all that)
  4. There's your misperception. They are not about to 'Release'. The game is going into Early Access.
  5. The questions I keep asking myself are 'why are these people worried about the least important part of the game' and 'why do they keep posting over and over again about something so trivial'? Riddle me that, riddler
  6. Well... in 20 days or so, you should know I'd wait (were I you) if money is the issue. If not? Build a good machine now for the next 12 years of gaming!
  7. KSP2 EA... then a SS launch? Lots to look forward to in the next few weeks!
  8. Maybe they could add trolls and dungeons in those locations. Then me and my clan mates can all join in and hit Battle at the same time so I can level up my stamina on my 13th level KerbalWizard? Kerzards become OP after a while being able to cast the teleport to Duna spell on mobs of enemies - but the clouds, man... the clouds are extraspecialfantastic!
  9. It's worth pondering and the sources are so frustrating because the answer isn't as obvious as we might like. I suspect that the awe of seeing Earth from space or the surface of the moon as you stand on it is incredible and draws the lion share of your attention - and thus memory. But Collins talk about seeing stars and in the shade of the LEM they captured images on cameras
  10. [snip] Are we STILL GOING ON ABOUT SOME [snip] MOD FOR A DIFFERENT GAME?!? [snip] This will never be a MMORPG with RDR2 level atmospheric rendering. It is Kay Ess Pee Too!
  11. @Ahres https://www.universetoday.com/136802/can-astronauts-see-stars-space-station/ https://www.nasa.gov/image-feature/stargazing-from-the-international-space-station
  12. Here's some https://www.scienceabc.com/eyeopeners/why-do-photographs-taken-in-space-not-have-stars-in-them.html#:~:text=Yes%2C you can see stars,are very%2C very far away. https://nightskypix.com/can-you-see-stars-in-space/ https://www.planetary.org/articles/why-are-there-no-stars https://stardate.org/astro-guide/faqs/why-cant-we-see-stars-pictures-spacewalking-or-moonwalking-astronauts https://universemagazine.com/en/why-are-the-stars-not-visible-in-space-photos/ Happy reading! It depends on what you want from the camera in-game. Are you hoping to recreate the sense of having a physical camera that has to deeply adjust the f/stops to render bright local conditions (meaning it cannot simultaneously render dim stars in the background) or the human eye (which can adjust from bright things to dim things fairly quickly)? If you want photo realism with the limits modeled so it looks like photography... You get a black sky background with way overexposed locally bright objects in the foreground. If you want the game to be more like what astronauts actually see? You can have an illuminated planet, moon or ship and still see the background stars. I'm in the latter camp.
  13. Yeah - there are some good ones. I'll post and tag you when I get a chance (Coffee is in Effect)
  14. So I figured the aft part with the windows was the science hab from KSP. (Can't remember actual name) - so if the front is the cupola... What is the part with the winders?
  15. It is not incorrect - the 'can't see stars in space' argument have been debunked many times on this forum. Please Google and listen to an astronaut or astrophotography specialist, not Twitter or some doofus site Sorry - have not had coffee yet Captain snarky-pants strikes again.
  16. I watch that video with it's brightly emblazoned "Pre Alpha Capture" watermark... and it makes me want to play more. All this 'graphix are suxors' stuff lately has me scratching my head. It's KSP... too. I don't expect RDR2
  17. Still the question remains. Now I'm wondering what precident it would have, given that while a civilian medal it is allowed to be worn on a military uniform. Ok wiki says it can be worn as a ribbon senior to the POW ribbon - and is given for meritorious achievement - so it does not trip the prohibition against non military heroism medals. From the military standpoint, a meritorious medal is basically a permanent atta-boy. Not like they had to do a space walk while wounded to drag other astronauts out of a burning spacecraft. During an asteroid strike
  18. For what, exactly? Apparently being the first crew of a new manned spaceflight vehicle? Were the other (non 17 accident related) awards for similar reasons?
  19. @Gargamel one of the things I do is stumble across an interesting story on a regular news or another kind of weak or hype site that is low on my scale of credibility... But because they are click (ahem, oldest professionals) tend to push all kinds of stories... I will see the headline there first and then see if I can find the same story on a credible site and if I like it will publish it here.
  20. I don't really use an aggregator. I'm kind of all over the internet and will find stuff that way or else will be googling keywords like 'metallurgy' or 'materials science' or 'cosmology'. But Science ( https://www.science.org/ ) is among the best. Edit - and phys. It's solid, too.
  21. It is a horrible interview. Skip every time the guy on the left is bobbin his head and yammering. I did a 'in case you missed it' summary up thread - because there IS some good info - but save your brain and do a LOT of FFing if you want to watch for yourself. Edit - Here: In case you missed it Notes from 'Marketing Interview' with Ara Joseffson, Senior Marketing Manager for Private Division (observation- interviewer isn't really a KSP player; played it 'a bit' in 7th/8th grade, sounds like it): Take Two's first EA title. (Noted that Squad's KSP was EA at first, too) "All of... pretty much all of the" foundation of the game is complete / will be complete for EA. Some of the other parts (Colony, on) still in development - so unfair to hold later game stuff till that's polished; thus EA. The other stuff are 'huge expansions'. EA unlikely to be perpetual because they have a clear roadmap. Clear focus of the early part of EA will be balance (engines, etc) and focus on onboarding. But for Intercept, 1.0 is a clear picture - they know where they are going. The interviewer wants to know 'what's the balance between simplifying the game (Casual-ifying) KSP2 and its current audience who likes the technical difficulty and realism. Ara does a good job of threading this - 'They don't want to take away the difficulty of the game' - but the things that might have been difficult for new / inexperienced players should be made easier by tooltips, UI and video tutorials (vs text-heavy). "None of the challenge has been taken away - if anything, it's harder. Colonies and Interstellar are harder." Some things that were added in KSP as mods (alarm clock, planners, etc), are now integrated into the game, which will make it work really well on more PCs. Base code works better with 'mod ideas' being part of the original plan, rather than tacked on. Happy with and supporting Mod scene. Colonies must be built - and uses the same physics system of the base game. It will be Kerbal; reactive to terrain and physics. So players will have to have a Kerbal strategy to how and why and where you build it. All of these factors will have 'a gameplay impact'. Colonies will not be "an aesthetic building game." Partnering with real-world colony and hab planners (reference: ESA tie-in from KSP). Orbital colonies will be easier; but landed colonies will be more difficult because of the physics and terrain of different places. (You can build one wherever you can figure out how to build one) Goals, narrative aspects, lore - will come out later with 'Progression System' to 'unlock mysteries of the universe' - but not a required part of the game; players can go for, follow the proscriptive aspects if they choose to... but they'll be there, emergent, for players who want that kind of thing in the game. Don't want to alienate current players who like the realism / difficulty; will do collaborations with real-world agencies... but not likely to collaborate with fictional franchises or games (Star Wars/Star Trek/Fortnight - yes, this was a question). If someone wants to mod those elements in... fine, but nothing official is likely. So collaborations will be NASA, ESA, ULA - etc. Interstellar - 2 additional solar systems confirmed, will not be the only additional solar systems. Going interstellar is HARD. And the other planets create harder puzzles, like endgame content for more advanced players. Might be 'a true endgame' at some point - related to the Progression System 'lore' stuff. Multiplayer - WAAAAAAY down the line "So Far Off". At the very least it will be Co-Op. Players can work together - one can be the orbital planner / pilot & 'handle all the flight' while someone else can build a colony (role-play different aspects if desired). Players don't have to be in the same SOI at the same time... BUT - "It's Still a LONG ways off" ("very challenging technological feat that I'm sure the engineers are battling with") but - "I know they've figured out quite a bit of it". Delay - Covid slowed things down massively. Security, work from home, etc. Covid did not impact the vision of the game. A lot of the 'slowdown' was the 'tech side'. Trying again In case you missed it Notes from 'Marketing Interview' with Ara Joseffson, Senior Marketing Manager for Private Division (observation- interviewer isn't really a KSP player; played it 'a bit' in 7th/8th grade, sounds like it): Take Two's first EA title. (Noted that Squad's KSP was EA at first, too) "All of... pretty much all of the" foundation of the game is complete / will be complete for EA. Some of the other parts (Colony, on) still in development - so unfair to hold later game stuff till that's polished; thus EA. The other stuff are 'huge expansions'. EA unlikely to be perpetual because they have a clear roadmap. Clear focus of the early part of EA will be balance (engines, etc) and focus on onboarding. But for Intercept, 1.0 is a clear picture - they know where they are going. The interviewer wants to know 'what's the balance between simplifying the game (Casual-ifying) KSP2 and its current audience who likes the technical difficulty and realism. Ara does a good job of threading this - 'They don't want to take away the difficulty of the game' - but the things that might have been difficult for new / inexperienced players should be made easier by tooltips, UI and video tutorials (vs text-heavy). "None of the challenge has been taken away - if anything, it's harder. Colonies and Interstellar are harder." Some things that were added in KSP as mods (alarm clock, planners, etc), are now integrated into the game, which will make it work really well on more PCs. Base code works better with 'mod ideas' being part of the original plan, rather than tacked on. Happy with and supporting Mod scene. Colonies must be built - and uses the same physics system of the base game. It will be Kerbal; reactive to terrain and physics. So players will have to have a Kerbal strategy to how and why and where you build it. All of these factors will have 'a gameplay impact'. Colonies will not be "an aesthetic building game." Partnering with real-world colony and hab planners (reference: ESA tie-in from KSP). Orbital colonies will be easier; but landed colonies will be more difficult because of the physics and terrain of different places. (You can build one wherever you can figure out how to build one) Goals, narrative aspects, lore - will come out later with 'Progression System' to 'unlock mysteries of the universe' - but not a required part of the game; players can go for, follow the proscriptive aspects if they choose to... but they'll be there, emergent, for players who want that kind of thing in the game. Don't want to alienate current players who like the realism / difficulty; will do collaborations with real-world agencies... but not likely to collaborate with fictional franchises or games (Star Wars/Star Trek/Fortnight - yes, this was a question). If someone wants to mod those elements in... fine, but nothing official is likely. So collaborations will be NASA, ESA, ULA - etc. Interstellar - 2 additional solar systems confirmed, will not be the only additional solar systems. Going interstellar is HARD. And the other planets create harder puzzles, like endgame content for more advanced players. Might be 'a true endgame' at some point - related to the Progression System 'lore' stuff. Multiplayer - WAAAAAAY down the line "So Far Off". At the very least it will be Co-Op. Players can work together - one can be the orbital planner / pilot & 'handle all the flight' while someone else can build a colony (role-play different aspects if desired). Players don't have to be in the same SOI at the same time... BUT - "It's Still a LONG ways off" ("very challenging technological feat that I'm sure the engineers are battling with") but - "I know they've figured out quite a bit of it". Delay - Covid slowed things down massively. Security, work from home, etc. Covid did not impact the vision of the game. A lot of the 'slowdown' was the 'tech side'. https://forum.kerbalspaceprogram.com/index.php?/topic/187338-ksp2-hype-train-thread/&do=findComment&comment=4224402 Okay - forum does not like my phone
  22. I don't agree. RDR2 had blow your socks off environments - but the draw was gameplay and story telling. Fortnite is a cartoon that people enjoy playing tag with other people in. Minecraft is a wacky mess - but also kind of irresistible. Kerbal is a hard-difficulty spaceflight Sim with some fun wacky elements... But if it was at all dependent on people's perception of the graphics... It would not still be played. Modded does not count. No one plays KSP for graphics fidelity. They play it for 'Holy Shiz, I just landed on the FREAKING MOON!!!'
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