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KSP2 Release Notes
Everything posted by Bej Kerman
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Maneuver Node Easy Mode
Bej Kerman replied to Meme Kerman's topic in Prelaunch KSP2 Suggestions & Development Discussion
Either way it's at least 500% more efficient than whatever KSP 1 had going on. -
Maneuver Node Easy Mode
Bej Kerman replied to Meme Kerman's topic in Prelaunch KSP2 Suggestions & Development Discussion
You tell MJ to take you to the planet you want instead of figuring out how your vessel needs to change its trajectory in order to stage an encounter. You only need to know what action to take with MJ, you do not need to understand what it's doing at all though, and that's critical in understanding how stuff moves in space. -
Anyway, i treat this speedrun like Minecraft speedrun.No mods,only stock parts,glitches allowed, chase the limit in stock game. If you ask me, Minecraft glitch% speedruns are usually underwhelming. Disallow glitches, and you can't just stick an engine and a KAL unit together - you've got to get creative instead with your rocket designs.
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It's easier to evaluate everyone fairly without mods.
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This is getting ridiculous.
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any mods that add more airports/space centers in the game?
Bej Kerman replied to quangdinh's topic in KSP1 Mods Discussions
I got decent results just by searching "ksp more launch sites" in Google. Kerbal Konstructs adds a few of its own launch sites IIRC, but its main purpose is to let people create their own launch site plugins. -
Most of that time was the rover driving I don't think OP is asking players to circumnavigate planets using a rover. I think the time spent just flying to Eve and back would be reasonable. Were you having trouble landing near the base?
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That's what happened when you have unrealistic expectations. What part is the unrealistic expectations? That KSP would be present at Gamescom? That we would have ANY clue about this game after 4 years of "it's totally classified and anyone who talks about this game will be fired"? Vlad, please, take it easy. I can't be sure I'm speaking for everyone else here but I personally dislike seeing people act as though KSP 2 is dead despite it being less than a few days since the last dev diary came out. I think that's been happing for a bit too long, a bit too consistently. Please, take it easy if there's no good reason to think KSP 2 is dead. The dev team has been open enough.
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Just don't rely on Ion drives with their throttle limit set to 1%, easy. Most stock Eve missions are way quicker.
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Developer Insights #15 - Writing for Kerbal Space Program
Bej Kerman replied to Intercept Games's topic in Dev Diaries
On that note, the most energy you could hope to extract from matter is ~40% of the mass, using a black hole. Yeah, from that perspective all engines are bad. -
Developer Insights #15 - Writing for Kerbal Space Program
Bej Kerman replied to Intercept Games's topic in Dev Diaries
Why not? It's not like Curiosity had a swiss army thermometer instead of a bulky assembly designed for analysing dust. -
Developer Insights #15 - Writing for Kerbal Space Program
Bej Kerman replied to Intercept Games's topic in Dev Diaries
The pusher plate fixes that. Are you saying they aren't efficient enough? Because they're already so much better than liquid fuel rockets that it does not matter. Are you saying the acceleration would kill humans? Because it wouldn't (refer to: "Pusher plate fixes that"). Orion drives are much more efficient than standard rockets and were only prevented from prevailing because of a treaty. Rather, what you said is very much reminiscent of what someone would say when they are used to frauds such as Elon Musk trying to reinvent public transport in a privatised matter. No, the Orion drive does not do anything like that. It is extremely efficient and is not just "liquid fuel rockets but different".- 116 replies
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Developer Insights #15 - Writing for Kerbal Space Program
Bej Kerman replied to Intercept Games's topic in Dev Diaries
Also appears we can still pin infoboxes. That looks like a 'click to drag part' cursor I can see over the Putt-Putt engine. -
As I ranted about previously in a previous thread, KSP 1's UI has the altitude and velocity indicators on opposite sides of the screen, which is a very very bad idea because those are two important readouts to be checking during powered landings and the game makes your eyes pingpong back and forth to check both of them. That's just not how eyes work!
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KSP 1 & 2 Lore - Make Up Your Own!
Bej Kerman replied to intelliCom's topic in Prelaunch KSP2 Discussion
I say no to 1 because it impacts the whole game and the player-invented stories. I say yes to 2 because Kerbal backstories are minor, and if you want to go along your own path you can always hire new Kerbonauts. -
Well, I just don't think there's much creativity in saying "hype" or reminding us of a deadline the devs never actually set, nor is it much fun. Coming up with lore bytes was fun though, and didn't detract from actual hype. That's what I don't get about the seemingly random reminder to stay on-topic, because it really feels like we were on-topic to begin with
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I don't understand what hype is if not us generally speculating about what's in the game lmao I was going to ask this right after receiving that reply, but didn't want to come off as argumentative. I really don't know what draws the line between hype and discussing anything KSP 2. We were doing literally nothing wrong or off-topic by discussing fun KSP 2 lore in a thread meant for hype. What are we supposed to be doing here? I saw the lore discussion as nothing more than an on-topic branch of dialog to distract us from the typical "it's been one day since I said the dev diary would be due" we get from random people occasionally. That's all how I see it.
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That still goes against the spirit of KSP. Aliens in any shape or form beyond bacteria are a hard no. NMS and 1984 Elite already provide universes full of aliens to take missions from, but KSP should be depicting the Universe as it really is - mostly sterile, ripe for discovery. A mission to build a station from a Kerbal corporation as opposed to an alien one would be functionally identical and still fit KSP's spirit, anyway - there's very little need for aliens besides appeal to a space-opera audience KSP wasn't designed with in mind, and as I said that's not what KSP is meant to be doing. It's not a personal choice, it's literally the reason that it exists, to provide beginners with a simulation of real physics back when such a thing aimed at newcomers was rare. Now KSP 2 can properly extend that to stuff like extracting bacteria and science from Duna's ice caps as its scope expands well beyond that of KSP 1 and can teach new players about how planets will be detected and probed. Definitely nothing multicellular, though.
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Well I hope the mods move these comments instead of deleting them, because these things need to be said; nostalgia is not a good path towards improvement.
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What Master said Statistically speaking, 94% of pollers on this forum don't have expertise in the area of game design their polls concerns. Subjectivity only goes so far; there can be objectively bad UI designs, for instance KSP 1's design with a blatant disregard for how human eyes work. It's a problem Sibelius has and you'll know it if you either compose music or watch Tantacrul, but in KSP 1 it's exaggerated to ridiculous proportions - the two most important aspects of a landing, the altimeter and velocity, are literally on opposite sides of the screen + makes the time constraints of a powered landing worse as you waste time trying to interpret readouts, made worse if you have autism, dyslexia or any of that sort, or something related to sight. KSP 1's UI probably breaks at least one accessibility guideline, I am confident enough to bet money on it. KSP 1's UI is a sorry mess and it's a wonder KSP's life cycle came and went without anyone batting an eye at this atrocious design. I get that real people designed it and I'm being a bit harsh, but it was acceptable when KSP 1 was a highschooler's pet project, although SQUAD has grown considerably as a game company over KSP's life and they've had a decade to review the UI yet it's taken us until KSP is reincarnated as a completely different game for us to get an actual functional UI to use. A decade, many developers passed, and not one suggested revamping (or slightly shuffling) the UI. Having a radar altitude mode for the altimeter was a higher priority than having it moved to the bottom of the screen with the navball (or better, the navball moved to the top to fit more down-screen room for landing views). That's one small change that could have drastically improved landing experiences. One tiny change, one relatively easy thing to implement.... That's enough ranting from me, venting stress from prior botched landings because my two eyes were trying to split between three important things - speed, altitude and the lander's physical relationship with the terrain. I can't thank Intercept enough for blessing us with a properly considered UI. KSP 2 will fix all the lazy things KSP 1 left modders to deal with. Don't stop your work, Intercept.
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Good thing they made it a regular font instead. For the record, the new UI is great and I'm not opposed to it. It does not leave your eyes ping-ponging between the top and bottom of the screen for altitude and velocity readouts. Having those at opposite sides of the screen was a daft design choice of HarvesteR's - yeah, that's not how eyes work. The UI from 0.4 was messier but ironically better because the UI elements were knit tighter, so it's crazy how the game threw that out pre-0.7.3 all the way to 1.12 in favor of... Nevermind, KSP 2 is fixing it once and for all. Altitude and velocity will finally be next to each other, as if the new designers know how their own eyes work. I'm not sure why I ramble like this.