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KSP 2 Multiplayer Discussion Thread
DunaManiac replied to Johnster_Space_Program's topic in Prelaunch KSP2 Discussion
It seems that you and I have a very different idea of what Multiplayer should look like. I see it as a small co-op between friends where the group works together to accomplish various tasks, because maintaining large servers adds undue cost and burdens that are better spent somewhere else. On the other hand, you see it as an MMO-style game where hundreds or thousands of people play together and trade between one another in some kind of galactic scale marketplace. Which there's nothing wrong with, and I can understand the appeal, but I would draw the line at a marketplace where you pay for things with actual currency for two reasons. Firstly, that would be an easy springboard to add micro transactions into the game or other mobile nonsense ("buy 1000 kerbucks for only $9.99 to buy those funds to keep playing!") Secondly, KSP is first and foremost a spaceflight exploration game. An in-game marketplace would put the marketplace first and spaceflight second. You can't make the same argument about career mode because economic management adds another new and fun dimension to the game, but if you add the marketplace then it becomes all about saving up to buy someone's fancy rocket subassembly. Frankly.... it just doesn't feel very KSP to pay 10000 funds to buy someone's craft.- 1,629 replies
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I'm sorry if I can't predict the future, but that post was made before the delay was even announced. Unfortunately I don't have a crystal ball to see a delay over half a year in advance, and I certainly don't see the need to bring up a 4 month old thread to point out something that neither me nor anyone else even knew about at the time.
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Finished my final launch to the Kerbin Starbase in LKO. I'm adding the last two modules before it'll be complete. Rendevous and docking went smoothly. As of yet, the gravity wheels and solar panels haven't been deployed. Now, to deploy the modules. My loyal tug undocks (I'm really regretting the lack of reaction wheels on this thing) to take out the first module from the Beluga. That was the logistical loose storage module. Now, to get the unpressurized storage and computer core. The completed section. And with that docked, the 3 kerbal inspection team along for the ride is ready to do their work and get the station ready for permanent habitation. First, the solar panels deploy. These are followed by the gravity wheels. And it's done! 1 month in the making! Bill seen here checking a utility crawl way. Now for the dirty work - making sure that every habitat is on (man I wish that was on by default), activating the life support systems, fixing the thermostat, unloading the equipment, getting the control centers in order, etc. Once that's over, it's time to say farewell. Those inspectors unfortunately won't be part of the permanent starbase crew, that's above their paygrade. The real engineers and scientists will be arriving shortly. The only problem with that, is that I plan to include a crew of over a dozen. The only crew transfer vehicle I currently have is the majesty-class SSTO seen above (below it is Jewel 2, a mothership in use around the Kerbin system). It's small and reliable, and its served me well up until this point, but as you can see, it's small, with a crew capacity of 4. If you have a crew of 16 that's going to be a problem. So I'll have to design another mk2 spaceplane, maybe even making the Majesty obsolete. Meanwhile, the Beluga is getting ready to leave Starbase. Glorious night reentry. And touchdown! The greatest station I have ever built is complete (probably second only to the planned VENTURE in Minmus orbit, which was incomplete at the time of its unfortunate RUD during eva construction (NEVER AGAIN), in which where I lost not only the station but a spaceplane as well).
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Faster Kerbal
DunaManiac replied to Abel Military Services's topic in Prelaunch KSP2 Suggestions & Development Discussion
That's not actually true - it's not teleporation. You're still covering the same distance and travelling at the same speed- only the time that it's taken to do so has gone down. It doesn't teleport you anywhere, and it doesn't circumvent a key mechanic that's core to the game like infinite fuel or hack gravity does. First off, if it was, then physwarp would not be in the game. Secondly, physwarp is not cheating anymore than on-rails timewarp. Where do you see the distinction? That's completely untrue. Lots of games let you increase or decrease the rate of time, even pause it. A vehicle will always be able to outrun a kerbal. Kerbals can run at about 2-3 m/s, a vehicle can travel at much faster speeds. And my intention with that statement was not to be argumentative, just to suggest a way to reduce the amount of time spent walking without increasing the speed of walking. -
Faster Kerbal
DunaManiac replied to Abel Military Services's topic in Prelaunch KSP2 Suggestions & Development Discussion
Oh no, not this discussion again. I mean, this stance makes a small amount of sense in a multiplayer setting, but in a singleplayer setting, no. I mean, have you ever done a 45 minute long burn before? Or used an ion engine? Or being kilometers away from your base and having to walk there on foot? Or been in any tedious situation at all? It's not progression to increase the amount of tedium one has to sit through. And again - "build a torchdrive lol" isn't a solution to every problem. The game shouldn't have to make you build a needlessly large rocket just to reduce the amount of tedium when there's physwarp right there. And how is phys-warp cheating, while ordinary timewarp is not? I mean, this is a classic example of "if you don't like it, don't use it," (although I suspect that will be hard). From what I can tell, the majority of the playerbase is completely fine with it. But this is not the place for that, so to stay on topic, I'll say that I personally don't think they'll be any speed boost to EVA at all. It's perfectly fine where it is right now. If there is a slight speed boost, I'll be pleasantly surprised. In the meantime, use a vehicle, use the kerbal jetpack, or even another vessel to collect them, or just turn on 4x warp. -
I spent most of saturday and a little bit today flying 3 missions, delivering the fertilizer and supply tanks for the Starbase. I'm lifting them 2 at a time. The last of the missions takes off. The early morning launch allows us to see the sunrise as the plane passes 300 m/s. Orbital insertion and rendevous take a few in-game hours to do. With rendevous and docking complete, it's time for the next phase of the mission. The tug stored at the station undocks and enters the cargo bay, docking with a logistics module inside. Then, the tug maneuvers the logistics module to the desired port. Afterwards, it undocks for the second one, re-entering the cargo bay and pulling out the second logistics module. With all modules out attatched, the tug returns to its port.
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Banned for outsourcing the banning to others rather than you banning the poster yourself
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Well, firstly, saying this is saying that your creation isn't real or valid without approval from others. You can be creative and build things without needing other people to see it. While some proffessional artists make art for others' approval, art is made mostly for self expression. People don't make art to show-boat their creations, they do it to express themselves. Not showcasing it doesn't make art less important. Art, and making things in general is for the enjoyment and expression of self, or in some cases for the betterment of others through real life invention. Gamesa are similar; most people don't play KSP so that they can post it on youtube or show it on the forums. They do it for fun. So saying that you can't have fun in a game unless you can show others in an MMO multiplayer is like saying that there's no point in self-enjoyment unless others can see it, which honestly defeats the point of self-enjoyment in general because self-enjoyment is for YOURSELF. Not for others. Therefore, you don't need a multiplayer to make meaningful things in KSP. You don't need others to see your things to be good. As long as it pleases the creator, it's 100% real. Nobody should be obligated to showcase their fun to make it "real", period. You seem to be under the impression that the most important thing in multiplayer is the the ability to show others our work, which will give us the opportunity to make our work "real." Well, there are so many other places where you can do the same thing. Your argument hinges on the MMO-style multiplayer that you've proposed, while it is possible it could be simple co-op with friends. We already have a community, we have youtube and the forums to share what we've built and we have already expanded the game world with mods. Saying that a multiplayer is so important that it would make self-enjoyment real is saying that self-enjoyment as it is right now is deluding yourself with fantasies that your creation could ever be worth something. Art isn't worthless just because no-one has seen it, or no-one collaborated with you to create it. Because it was already great and valid before you showed it, multiplayer or otherwsie. Self-expression without showing other people is completely fine, because it's about what YOU make. Nothing changes when other people see it, or when you can collaborate with others to make it. What difference will a multiplayer make to a co-op building experience when we already have it right here, on this very site?
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What's the difference between achieving that in multiplayer and simply making a youtube video or livestream in KSP1?
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The Grand Starbase project is nearing completion. All 5 major modules are now attatched, and I'll be relying on the Beluga for the smaller modules. Today, I launched the first of these launches to deliver 2 fertilizer containers for the (yet un-added) agroponics modules. Unfortunately, a wing flap was destroyed. That'll probably come back to haunt me come reentry. Manuevering in for docking, at night, unfortunately. Docked at Kerbin Starbase. None of the gravity wheels or solar panels have yet been deployed.
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Underwater features
DunaManiac replied to Fletch4's topic in Prelaunch KSP2 Suggestions & Development Discussion
Well, I believe the opposite, but that's probably from personal bias on my part rather than objective reasoning. I'd like to ask you, what are some practial applications for submarines that you could see? I'm also interested in the reasoning behind this comment. Not many planets will most likely have a liquid ocean to explore, so I at least see rovers being more versatile in that sense. -
Interesting. Can we see the new Kerbin as a whole?
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To continue the mission, I began the Beluga-class' first descent. It had performed well in testing, but many of my mk3 spaceplanes are unstable once their fuel has been depleted (which once led to the death of Bill in a mk3 spaceplane crash, I couldn't EVA him in time), which is why I was anxious. It ultimately survived, but I found that it did need some weight readjustment, as when banking it threatened to become unstable. Towards the end, in order to avoid overshooting the KSC I had to dive steeply down. Just as I was coming in, however, I found with a horrible discovery that the front landing gear could not deploy. As it was below a cargo bay, the game considered it to be inside it, causing it to remain locked. This always seems to happen to me. So I was stuck, with a broken front-landing gear, and about to land. After some quick thinking, I used the plane's exceptional pitching power to keep the cockpit from destruction. Thankfully, the plane survived the landing, with the only part lost being the OPT RCS nosecone at the front. Meanwhile, after I edited Beluga 2 to remove the front landing gear stowed issue, it was ready for launch with the Laythe relays. Due to it being so long, I had to actually leave the cargo bay open so it would not clip through. I anticipated that drag would be an issue, and so I activated all 12 engines instead of the ordinary 8 rapiers. Eventually, drag became to much for it and it stalled at about 300 m/s. So with great reluctance, I actually had to close the cargo ramp so the drag costs wouldn't be probhibitive. As I reached space, I reopened it. Those relays sure are getting toasty... In orbit, I separated the relays. However, I quickly found it was actually clipping into the structure of the Beluga. So I simply timewarped so that it would leave the bay without incident. However though, these two missions had shown me the limitations of this craft. Originally, it was actually designed for Laythe. I assumed that since it could haul 2 Jumbo fuel tanks into orbit on Laythe, it would be similarly capable on Kerbin. That was not so, with these missions leaving me barely any fuel in orbit to work with. More oxidizer in the fuel mix is needed. During reentry, the KSC was covered in a thick layer of clouds, obscuring i from view. And touchdown! That concludes the launch of the Laythe relays, next is the launch of Deep Space 2.
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Rovers! Post your pictures here!
DunaManiac replied to Kerminator K-100's topic in KSP1 The Spacecraft Exchange
This was the rover that I used for my Minmus elcano. It's mostly stock, except for the pod in front, a few cameras, the storage bay, and the KIS containers. I've learned from my previous designs to make it as wide as possible. It's by far the most reliable rover I have ever designed. Honestly, I was surprised at its performance. During the entire elcano, it only crashed once, about 90 kilometers in, and that was only because I was careless and wasn't paying attention.- 172 replies
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I'd say pretty large. Even with KSP1, a vessel that can support perhaps a dozen kerbals and carry a decent amount of cargo on an interplanetary voyage stretches 70 meters across, and that's an interplanetary vessel that operates via hohmann transfer with ordinary NERVA's. So I'd imagine 50-100 meters being the FLOOR of sizes for even intra-system travel. Interstellar vessels will probably dwarf this.
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SPACE STATIONS! Post your pictures here
DunaManiac replied to tsunam1's topic in KSP1 The Spacecraft Exchange
This is service station 1. The station in question is beside the larger vessel, seen here with it holding position next to SS1. Service Station 1 was actually constructed in two parts by these motherships, which also carried parts for bases. Service Station 1 includes a few amnesties, like a gravity wheel and generous living quarters. It also has room for the Service lander, which right now I keep at the surface base rather than up at the base. -
Took the MKFT-1 down from Service Station 1, where I have currently moored Jewel 1 in lieu of the Kerbin Starbase, which is still under construction. Unfortunately, when I transferred the fuel around, I accidentally unbalanced it, with me only noticing 20 seconds away from my suicide burn, causing me to almost crash it while I hurriedly pulled up TAC fuel balancer. However, it landed safely, and I had Irsey get out and attatch another joint socket to hook up the MKFT-1 to MSB1. Meanwhile, I took up the Beluga-class SSTO carrying the Laythe Exploration and Operations Satellite. I have the LEOS stowed for now.
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Faster Kerbal
DunaManiac replied to Abel Military Services's topic in Prelaunch KSP2 Suggestions & Development Discussion
Well, my question was technically asking, "when was the last time you had to walk 3 kilometers on EVA while there was a functional vehicle around," but I suspect that even faster EVA speeds wouldn't help you in that circumstance. -
Faster Kerbal
DunaManiac replied to Abel Military Services's topic in Prelaunch KSP2 Suggestions & Development Discussion
While I don't really see kerbal running speed increasing ever seriously making a vehicle impractical, I don't think it's speed will change at all in KSP2. I mean, when was the last time you had to walk 3 kilometers on EVA when you could have used a vehicle? -
Underwater features
DunaManiac replied to Fletch4's topic in Prelaunch KSP2 Suggestions & Development Discussion
It really depends. The planet's fine terrain is actually randomly generated, which makes up most of the rolling hills that you see, the heightmap only makes the overarching terrain like the flats on Minmus and mountain ranges on Kerbin - the noise is mainly there to hide the pixels of the heightmap and to give the local terrain a little flavor. Most stock planets, like Vall were actually generated through procedural noise and don't even have a heightmap. That's not actually the texture itself, that's the transition from the terrain to the texture. The texture by itself is what you see when you're far away from Kerbin, simply because its less resource intensive, but when you get close the game switches to the terrain generation system, where the texture is overlayed over it. -
I see interstellar debri as part of random failures, which I'm firmly against, or at least I would support making it optional if its included. In my eyes it wouldn't add anything new to the game and instead cause rage quits and force you to quickload more often.
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Underwater features
DunaManiac replied to Fletch4's topic in Prelaunch KSP2 Suggestions & Development Discussion
Although since a cave should be enclosed in all directions except 1, I would consider an arch to be a very short tunnel rather than a cave. Anyway, to stay on topic I would not be opposed to any underwater features. The only problem is I don't see underwater exploration or colonies as really being part of the scope of the game. KSP is a game about space travel as its core, and I would rather have that be prioritized rather than a peripheral feature. It would make good content for a later update, a mod, or a DLC, but I don't see it coming out on release. -
Underwater features
DunaManiac replied to Fletch4's topic in Prelaunch KSP2 Suggestions & Development Discussion
Perhaps you're misremebering the arches? But no, caves and overhangs aren't possible in KSP by definition because KSP uses 2D textures to create terrain. A cave would only be possible by making a mesh or some trickery with groundscatter. -
You forgot to put on the lubricant, and your crane is locked in place. Crew Transfer Vessel.
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I've completed a new batch of about a dozen probes to send out to several planets. I dislike the prototypical probe core + small battery + oscar-B + ant engine landers and probes that I usually use, and tried to make unique looking satellites and landers. I only have about a year to wait for the next Eve and Duna windows and 200 days for the Jool window, so since I have KCT I actually have a chance to use my Beluga-class SSTOs to deliver them into LKO to save time. Mun: Duna: Jool: Eve: