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Posts posted by DunaManiac

  1. 3 hours ago, Sharpy said:

    Did you per chance do this while KSP still didn't have the Tutorials option available? 

      

    I started with the .18 demo. I actually didn't know about the turtorials back then. I had the demo for 2 years, but never reached the mun until I got the full version.

    5 hours ago, klgraham1013 said:

    Muddy ground textures are not cartoonish, they're muddy ground textures.  I wouldn't mind if KSP embraced it's cartoonish visuals as long as they did it of a high and consistent quality.

    I agree. all I really want is a bit smoother ground ( I agree with sharpy about that ) and a few clouds on kerbin and eve and laythe. Not really super duper HD graphics.

  2. 13 hours ago, Sharpy said:

    Natural progression in computer games. For now we have none, just a bad texture over enormous boring polygons.

    Sorry to say, no matter how avid a fan and player you are, you are no longer a customer. Nor are most people with old hardware they won't keep up to date.

    Yes, people buy games for graphics. Money change hands, the developer is happy. The player will be happy if there's a captivating gameplay behind that graphics.

    I don't think many people will find KSP too hard. 10yo kids play it, and the gameplay at the core wouldn't change much. Playstyle would need to change - making an all-terrain buggy and completing the Elcano challenge would become much harder, but you would no longer *need* to drive 80km/h to be able to get anywhere new within the week. You'd poke around a single valley like Curiosity. Rocketeering wouldn't change much. Aviation - similarly, except for landing at random spots; the terrain generator could actually make it better, providing areas that are much more flat than currently; safer to land. KSP's beauty is in that you can make it as hard or as easy as you like, and that would be unchanged.

    I disagree. Many people can't even get into orbit. And don't get me wrong I have been playing this since I was 11 but for 2 years I didn't know how to rendezvous. I spent half of that time learning to travel to other planets. It took me 2 years to get to minmus and get back. It took me  3 years to do a round trip from duna and back. Ksp's learning curve was already hard enough for me. Although there are features I would really like to see in the console version, the things your describing are just not going to happen. I've seen people quit the game in pursuit of call of duty or whatnot. Sometimes the game is too hard as it is.

  3. On 8/3/2018 at 5:21 PM, Arch3rAc3 said:

    Here's a video example I recorded. The station is 2x larger and in orbit of the moon now (it was a nightmare getting it there). http://xboxclips.com/Arch3rAc3/9c32dcdb-b57e-4526-b59f-ae05483d4866

    Thanks, just did it!

    Looks pretty smooth to me. Unfortunately, I couldn't see the entire station. Could you show us a pic of the entire station during the daytime? What is the partcount.

  4. 23 minutes ago, DunaManiac said:

    A

    I actually like that terrain overhaull mod. Because if we take the mars texture and add it to duna, we'll have just a bunch of flat rocks. Then we'll be saying that it needs to be 3d. After that they'll need to be solid. As this was said before, newbies will find this to hard to play. Already KSP with graphics mods will not run on some computers (like my old one). Adding this to the game is only going to bar many people from this game. Besides, people would actually buy KSP2 for it's graphics, not really the game play. Once they realize it's to hard for them, they won't play it unless they bought it for the gameplay. I think that high end graphics is only for easier games.

    Even If the developers would do this. You probably won't be seeing this level of graphics for a long time because this would require a complete rewrite of the terrain generator and textures.

  5. A

    18 minutes ago, Sharpy said:

    Never say never.

    KSP is aging. And it's a valuable franchize in hands of a commercial entity. And one of good ways to "refresh" a franchize is to provide a graphics overhaul.

    Take World of Tanks, a 2012 game which suffered a serious decline in the player base. Last year it undervent a "HD" refresh.

    Original 2012:

    10xv6dv.jpg

    Still the same game, same rules, lots of tweaks and expansion but it's still the same game in 2018:

    28btwg9.jpg

    And it helped. It attracted a bunch of new players.

    The small facelift KSP got with the part texture and model updates isn't enough. If KSP is ever going to shine again, it needs a massive graphics overhaul. 

    I actually like that terrain overhaull mod. Because if we take the mars texture and add it to duna, we'll have just a bunch of flat rocks. Then we'll be saying that it needs to be 3d. After that they'll need to be solid. As this was said before, newbies will find this to hard to play. Already KSP with graphics mods will not run on some computers (like my old one). Adding this to the game is only going to bar many people from this game. Besides, people would actually buy KSP2 for it's graphics, not really the game play. Once they realize it's to hard for them, they won't play it unless they bought it for the gameplay. I think that high end graphics is only for easier games.

  6. 20 hours ago, Sharpy said:

    First, a definite overhaul of the world generator. Something that makes planet surfaces look like planet surfaces, not that low-poly thing with same textures repeating indefinitely and random identical intangible scatters. Actual terrain, different surfaces of different properties. Something that makes a difference on the scale of a meter, not on the scale of a kilometer. Make the tiny rover wheels relevant, so that you can travel 50 meters to find a new, valuable object, not just 50 kilometers to the next biome. Currently any rovers that resemble actual real rovers like these on Mars or the Moon are completely pointless. You need to build a rugged, speedy thing to cross several biomes for the rover to be of any purpose.

    Then I'd love an expanded star system. Interstellar travel and planet(s) with life "out there".  And technology to reach there. Colonization, terraformation.

    And maybe, just maybe, a Story Mode - or several. A "Career" mode but with predefined set of missions, involving secrets across the system, beating the competition in a space race, etc.

    I'd also see an expansion/DLC:

    KIS and KAS integrated into the game, alongside with a simplified version of OSE Workshop. Assembling vehicles "by hand" from parts you must manufacture yourself. And a related story mode: you start at completely ruined KSC, as Bill Kerman, with a KIS screwdriver in your inventory. No funds, no buildings, just ruins - and various parts scattered throughout the terrain. You must find other Kerbals, possibly saving them from whatever distress they found themselves in, you must gather, transport and assemble everything by hand, you discover clues as to where more esoteric parts are, where other Kerbals are - on, or out of Kerbin. Cobble together the first car to haul larger parts to assembly site, then build a plane to visit more distant parts of Kerbin, and then a rocket to reach an orbital station, a colony on Minmus...

    You realize that most of these are available from mods, except the story mode idea. But I fail to see why all this would be upgraded to a Ksp 2 if it's either already available or unessesary. Besides, video games that have sequels usually already have a me kind of storyline  to continue.

  7. On 7/2/2018 at 11:10 PM, Dicapitano said:

    I have been playing KSP for years now, and I always found the great support the developers have given to the game matched only by the amazing community that creates and updates content around it.

     

    However, I believe we have reached a limit where the continuous updates (1.4.1 / 1.4.2 / 1.4.3 / 1.4.4 ...) and the efforts of the modders to keep up is simply becoming annoying and defets the purpose of a great game like KSP. One cannot stop playing for a month without finding the last save unplayable, all the mods non compatible, and the latest version being a stop-gap solution until the next “.X” patch is out.

     

    It’s time for the developers to work on a “definitive” version of KSP (1.5.X...?) that is stable and optimizes the current game engine. At the same time, you guys should start working on KSP 2.0 (2.X.X...), with more radical improvements and a whole lot more “meat” to the game.

     

    New game engine? Life support? Colonization? Interactive IVAs? Actual things to find and study when you get to the planets (ET life, geysers, caves, fossils...)? A home planet that does not feel as empty as all the other worlds?

     

    Just keep all the great things the game has (life-like orbital mechanics, casual science approach...) and add on to it. You’ll find tons of people who will come along for the ride and pay $50 for a whole new version. I myself would pay $100...

     

     

    in detail:

    1. Create a new, expanded, reliable physics engine that puts new solid foundations to the whole game.
    2. Add additional features to the basic game that add depth but don't change the core concept:
      • Life support package: this is the biggest limitation I currently see. As much as I like the simplicity of the current game... manned exploration is at least 50% about how to sustain the crew for long duration missions... Something simple like USI-LS would be enough. One could always switch this off in the game options.
      • Interactive spacecraft cabins: the ability to move inside the spacecraft and interact with the cabin (those IVAs are amazing... but such a pity you cannot actually move around and see more).
      • Environmental effects: clouds on planets with atmosphere, geysers on icy moons, comets with icy trails, dust storms on Duna. One might even think about environmental elements affecting spacecraft flights... launch with wind or in a storm, and see your spacecraft rocked around... 
      • A richer Kerbin environment: Kerbin should have that special feeling of "home planet"...  Some very simple cities, roads, procedurally generated simple road traffic, air traffic, sea traffic. Procedurally generated wildlife. More trees, more Easter eggs like the pyramids, maybe shipwrecks to explore... 
      • Planets that are more interesting to visit: planets with clouds, winds, geysers, canyons. Add some simple wildlife, sea creatures on Laythe... a live Kraken somewhere... Magic boulders, arches. Fossil extinct life on Duna... to go and research. 
      • Permanent bases on planets: end-game possibility for building more permanent bases on planets (adds meaning to the end game and adds another level of complexity). I would avoid colonization as this would be way much beyond the scope of the game. Just add bases where one can do research, refuel, base back-up crews indefinitely, run long-term exploration projects.
      • Expanded Air, Ground, Submarine play: the terrain, the airspace, the seas and lakes are all already there... why not make use of them. Add side missions also to these elements. Let Kerbonauts explore the depths of Kerbin and other planets. Add undersea canyons, shipwrecks, easter eggs to the bottom of the seas...
      • Auto pilot features: Something like Mechjeb becomes necessary once you add expanded features. Maybe just make it very difficult to research.
      • KIS/KAS like features as standard: absolute must to make EVAs more meaningful. As it is, not much to do when you space walk in orbit or you walk on planets...
      • Kerbonauts Merits: something like final frontier as standard... it's an absolute must. Tracking the history of your achievements, or disasters... part of the fun.
      • OPM (or some versions of it): additional planets like OPM are also a must. The challenge of sending manned missions to distant planets is adds another level of complexity. Also, comets and a Planet X that can be discovered only late in the game...  
      • Other mods that should be standard in the base game:  Near future Technologies, Planetary Bases Inc, Community Tech Tree, Space Y, Scan Sat. These are all elements that add richness to the game.
    3. Work on additional DLCs to be sold separately:
      • Real Solar System with real-life spacecrafts
      • Educational-based version of the game
      • Interstellar quest
      • Colonization

     

    I think point 1 and 2 would take the current great game to a whole new level. Basic concept would remain the same, and one could always adjust for complexity with "opt out options" (for example decide not to activate life support...).  

    First We console players need a DLC. I feel like this is a development race and we are falling further and further behind

  8.  

    1 hour ago, TeslaPenguin1 said:

    Now that peace is possible, I establish a new hill 20 kilometers to the north of @HansonKerman‘s and @The Minmus Derp‘s. I will no longer fight them for their hill, only for mine.

    But by the time you do that, the universe has already undergone it's heat death, causing your hill to be nonexistent.

  9. On 6/26/2018 at 10:25 PM, Arch3rAc3 said:

    Hey.

    I'm having a massive FPS drop near space stations or planetary bases since KSP wants to calculate every single unit, making the game unplayable (docking at 10fps with only the first docking port unlocked was a nightmare!)

    I was thinking about some solutions, and 2 possible solutions came to mind, although the 1st is a more definitive one: 

    1. Disable physics calculation for every single object. We simply don't need the game calculating everything in a base or station. So if I already have a base built or a station in orbit and stable for x seconds, the game should just stop calculating everything but the main parts (maybe this could be activated once we rename the ship and make it a station or a base, each having it's own parameters to disable physics calculation);
    2. Bring Max physics delta-time per frame back. Why is this not available in the console version of the game? We need more performance options in the game setting.
      For the ones that don't know what this is, it basically slows time down so the computer can better calculate the physics. For example, if the physics calculation is pretty heavy on the CPU and frames start to drop, the game will basically slow down time (so 1 second in game takes 10 seconds in real life).
      The problem with this is that it would take more time for things to happen, but the experience would be way smoother (no more trying to click on a tiny ship part at 10fps during emergencies with the cursor controlled by the analogue stick axis).

    How big are your stations? Are they small, or large?

  10. 7 hours ago, PrvDancer85 said:

    That's odd in my save they will activate. Do u have that everytime with every Build? Are the engines in the stageing menu in the sph? I also Play on ps4 with cursor preset 

    Me too. I haven's seen anything like that before. Which preset do you have.

    7 hours ago, Quantum_domain9702 said:

    Been playing ksp on ps4 for about a week. I started making planes in the SPH and i ran into a problem, the only way i can start my jet engine on the runway is by clicking the engine and manually pushing "activate engine" does anybody know what is wrong? It would be much appreciated 

    Which preset do you have? Did you accidentally reset your your presets? When you fly are the controls different?

  11. 23 hours ago, canufixit said:

    Here's the issues I've been having since the update came out, everything was fine before the 2nd update by the way, now when I go to do an EVA  JEB gets stuck to where I can't move him  or re-board the craft, I have to shut the game down  restart game to be able to get back inside, other issues are after getting into space an going back to build another rocket the parts will not lock together, I have to shut the game down an restart it, yet again. As stated before I never had any of these issues before the 2nd patch came out everything worked fine.

    I can't get the parts of the craft  to work with presets ( like solar panels would open with 1 and  2 being another set of solar panels)  will not allow me to put them in there.

    Docking has become a nightmare again where I am lined up an they just bump like they won't connect.

    The physwarp when used does this. you launch add physwarp to speed things up have an issues something blows up,  I would go back to fix the mistake only to find when I launch again I find parts would be raining down on me.  I ave stopped using physwrap for this reason.

    An KSP is the game I play the most on ps4 more then any other game, especially after watching Scott Manley video's it just gets me in the mood more for KSP.

     

    I have no idea how to submit bug reports on these issues.

    I use controller preset Cursor if that helps

    That's weird. I have been playing for the past week on this patch, and encountered no serious bugs. The only bug i found is that when you have a high flexibility interplanetary spacecraft joined by docking ports, and you time warp while it wobbles, bits disconnect randomly, but i can live with that. I have so far found only 1 bug, on the ps4 while in cursor mode.

  12.  

    17 hours ago, Homedawgian said:

    I love you guys, I really do, but man. Did your QA sit down and test this on a normal Xbox? The bugs seem to be worse so far. Unable to set certain functions on custom actions and after launching a ship and reverting and then editing causes the ship to revert to it’s original state (before the edit) after launching again. This took less than 30 minutes for me to give up after trying the update for the first time. I think I’m going to just have to take a hiatus. Love ya Squad, I just wish this game could be playable. 

    What Gives for you? I don't seem to get any bugs other than the console crash. I'm on PS4, so maybe you are different.

  13. I played this game since a long time ago. Back then, I never knew how to dock. The first mission I had to another planet was jool, which was completely on Accident. I was trying to escape from the sun. I had an old account, called KerbalXer, but I forgot the password, so I now have DunaManiac.

  14. I have encountered a very annoying but not game breaking bug. If I try to Eva and use the jet pack to move around, it actually causes my kerbal to spin. And if I time accelerate or look at the map, It causes the kerbal to freeze in place, unable to move himself, and yet the spinning problem persists! Please help. This is on PS4 with the cursor preset ( because I didin't bother to relearn the controls for radial)

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