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Posts posted by DunaManiac

  1. What if the best way to add in life support would be like this: colonies don't need life support, and they still work, but 75% as productive as when with life support, and this value can be tweaked in the difficulty settings or turned off. And for those folks who desire realistic life support, there will probably be mods for that.

  2. The problem with a space elevator in-game is that when you leave the top, your velocity is at 0 relative to kerbin. So you need to waste fuel achieving orbit with  rockets, while with a LKO space station, you don't need to use that fuel. To me, I think it is a bit too unrealistic to me, because, while I think this would be cool, it would be boring.

  3. I kind of want to have more interesting anomalies, maybe hinting of a precursor race that was previously in the system, like the ufos on kerbin and mun, and the face on duna, etc. But more like perhaps an alien space station that you can reverse engineer a interstellar drives, it would be nice if anomalies had a integral part in the game.

  4. To me I would build a colony in LKO with a orbital VAB so I can launch rockets from there without having to launch from kerbin. Then a colony on the Mun to mine resources and maintain a fuel station in orbit. Then a interplanetary pit stop where ships can refuel at, then probably a jool station to create interstellar missions and to mine helium 3. And finally I would build a gigantic colony ship to head out to the nearest system and become the base of operations there.

  5. I am pretty sure the green gas giant is Jool because in the picture it is showed in, you can see vall, tylo and laythe in the video it is shown in, and you can see also the same jool in other places, secondly, the "white gas giant" is probably kerbin because we see this rocket at 0:25 in IVA mode and notice the window is the same color? Regarding the interstellar ship, you see the same ship later at the ringed saturn analog, so implying it was stopping to resupply. The new kerbin is probably hust kerbin because in the picture you can see the continent the KSC is, and the desert.  Now the other planets are probably actual planets.

  6. 7 minutes ago, SpaceFace545 said:

    Hey no offence but, you seem kinda lazy to not want these features, they would make the game immersive and a lot harder

    To be honest, I agree with @Brikoleur because while many people on this forum may want the game to be hard, but this forum may not be a accurate sample of the KSP community. It maybe the only part with a voice, but the vast majority of the KSP fan base are people with little to no expertise at this game. We have all been there, even people who want realism now in KSP2. I myself played KSP for years to even get past the mun and get to minmus. The devs themselves have said that KSP2 will be even more moddable than KSP1 (and it is very moddable) so if you want realism features, go to the mod developers, not Star theory or Squad.

    And not wanting the game to be hard is not being lazy. Some people don't want to have to deal with orbit decay, so by your own definition, not instally RSS/RO and principia being lazy? absolutely not.

  7. 14 minutes ago, lighttail said:

    Procedural star systems, i hope beyond the ones they tease are a galaxy of stars with randomly generated planets to colonise, explore, and discover

    I don't really think so, because they have already announced one star system (a young star system with rings and rask and rusk) that is definetely going to be in the game, so I think there won't be procedural planets, (although that would be cool)

  8. As you know the console version on KSP1 is a hot mess, with game breaking bugs and outdated versions, KSP Broken Enhanced Edition is terrible. I used to be a console player, i know what it is like to long for something when not knowing when (or if) it'll come. I am worried that this will become KSP2's console versions. I hope that star theory will give the console versions some love and try to keep it at more or less the same version, and not making KSP enjoyable. In fact, this is what KSP2 could become in general if there isn't enough good dev communication and  not acting like these versions and players don't exist.

  9. 2 minutes ago, Brikoleur said:

    If you have four digits worth of hours in KSP it's easy to forget just how hard it is to do your first Mun return mission. Having to deal with ullage, non-re-igniting, non-throttling engines, life support, choice of fuel, let alone a larger universe would simply lock out a lot of players. I'm pretty sure I would've given up before making orbit.

    I have played RSS, and even after playing ksp for 5 years I still can't even get a kerbal on the moon. I can't imagine being a beginner playing this.

  10. 13 hours ago, ZooNamedGames said:

    From pre-alpha gameplay footage, I'm seeing KSP1 parts in KSP2. So Star Theory's claims that KSP1 parts can't be upgraded into KSP2 makes little sense. If they're claiming that the balances (engine thrust, fuel contained, etc) is different then that's a different matter entirely, but not one that can't be rectified. It just seems odd they'd copy the first game's parts and still say they're not compatible. A simple conversion to rebuild KSP1 craft using KSP2 parts even as an external program seems rather straight forward (if it's X part from a directory list of KSP1 parts, then assign KSP2 from KSP2 part directory, in XYZ coordinate spot). A better answer would be appreciated since right now their answer and their actions are in conflict.

    Star theory has said that they are rebuilding this game from the ground up, so while the KSP2 parts may look the same as the old models, it may be coded differently.

    13 hours ago, ZooNamedGames said:

    Actual Research in RnD facilities

    I think i would like some research processing lab in the RnD, like in the Mobile Processing lab, where data is transmitted and it takes time for science to be made. (Maybe major breakthroughs could cause kerbals to multiply)

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