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Bej Kerman

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Everything posted by Bej Kerman

  1. Simple wind and temperature isn't a waste of resources. Weather simulation that would revolutionize gaming and the simulation industry, though... That is a waste of resources. It's a game about space. The physics of radiation, collisions, temperature in a small closed system, engine exhaust hitting the exterior of a vessel or even a ground structure, centrifugal forces, et cetera will all play a bigger role in KSP 2 than some rocks on the ground going shiny when the weather is right.
  2. I think you should stop making attempts to ramp expectations up for weather simulation. Don't forget this is a space game. Literally all we need is some basic fx and wind at the most. There's no need for some of that 5-70 mil to be wasted on things other than fleshing out the game's more important features.
  3. KSP2 is a AAA title with a ~40+ person team and a 4 years development effort, that also has one of the biggest game holding companies in the industry financing it. It's a BIG game. And? It's a space game. Not a weather simulator. Fantasies of KSP 2 having the ability to simulate fluid dynamics and weather patterns will only be fantasies. So far I've only seen KSP fans that want KSP to be a space game front and foremost, not a weather analytics program.
  4. I wonder if you're ever gonna start talking about KSP 2 itself instead of comparing it to everything else.
  5. Comparing KSP 2 to bigger games that can afford to have these pointless bells and whistles serves no point, and only risks leading to disappointment when KSP 2 reveals itself to be a space game with simulator elements and not a weather simulator. I'm not sure what good you expect to come by repeatedly posting links to other barely related games.
  6. IIRC Rask and Rusk don't have atmospheres to heat parts up with.
  7. Is there anything else to it? This challenge has already been done before.
  8. And yet you put this in the subforum for suggestions and development, and constantly bring these sorts of things up. I'd rather the devs spend their polish time focusing on making actually important aspects of the game better. I don't need anything more than some clouds and wind in the weather aspect - I do want things like radiation and life support, building megastructures and gathering resources to be fun and well balanced, without feeling grindy and overly complicated, and I want behind-the-scenes systems like repeated shipping routes and resource transfer to be as bug-free as possible. I don't care all that much about a few bells and whistles I.E. complex weather, though. We only need some basic wind and atmospheric temperature simulation to make piloting aircraft less boring, and to add another dimension of challenge to planets like Eve and Ovin, and make diving into Jool more intense. Complex simulation and graphics as you've repeatedly brought up would be unnecessary, nor would it add much more than basic wind and temperature alone.
  9. @Moho@Eve@Kerbin@Duna @Dres (not real) @Jool
  10. Kerbin is a training ground and it is just fitting that Kerbin and the orbit of the Mun would all align with the map view's "up". By the time you learn plane corrections with Minmus though, it really wouldn't be too much trouble to introduce a bit of tilt.
  11. Minecraft graphics are great, though. It looks pleasant because of its art style and simple implementation of graphics. Shader mods always destroy this look and end up making the game look closer to a 2015 tech demo than a charming, nice looking game. I'd argue the same for KSP had it kept its pre-0.19 cartoonish graphics.
  12. I don't remember "My eyes are in pain at THIS" ever being a synonym of "love".
  13. On the other hand, there's always a nice feeling in games that have yet to be smattered with visual clutter mods.
  14. It would be worth it in a multiplayer setting, if other people would see the orbit shape. Why would people care any more in a multiplayer setting than a single player setting?
  15. Doesn't mean you have a free pass to say something is coming to the game with little to 0 evidence solely because it has tenuous, extremely tenuous links to an existing dev post. You could say KSP 2 is getting aliens because they've already made a character animation system for the Kerbals, but that is obviously not a reasonable assumption to make - just saying "nothing is certain" as quoted here does not make the assumption about aliens any more reasonable.
  16. The description in the post says "In KSP2, players learn basic flight concepts in a virtual simulator that can be accessed anytime the game is paused." and it includes flight HUD. I made a comment later in the thread "I believe its because this is showing an in-game simulator to let you test your craft before flying it for "real" which Nate Simpson liked, implying he agreed thats what we're seeing. Whether its effected by exploration or not is definitely uncertain. That is not a confirmation of anything. Until Nate actually specifically says we're getting such a simulator, saying we're getting the kind of simulator you asked for is only bound to help cause the spread of misinformation. A like to a comment is not gospel - I am fairly confident that Nate did not pass your comment around his team before making the decision to like it. There's not enough putting emphasis on the fact that continuing to speculate and make assumptions without making it clear that you're just speculating is likely to cause misinformation to spread.
  17. I've got a better one. Sandbox. Just fun engineering challenges without the dumb arbitrary unlocks and barriers.
  18. Don't think you can substract gravity.. No, but you can test wheel stress using a rig to suspend the rover slightly, or just by attaching ore barrels to a rover to increase stress. Actually simulating low gravity maneuverability on Kerbin beyond wheel stress is not possible without magic Star Trek technology.
  19. No of course nothing is 100% in or out, but it's certainly something they were working on, and makes sense if they're trying to make deeper portions of the game more accessible to new players who haven't necessarily landed on the Mun 500 times. It would let players test different maneuvers sequentially and in more manageable chunks without resorting to lots of quicksaves and reverts. The fact is that having a computer shader for the tutorial scenarios is fitting, and that saying anything else is speculation. You made up your version of this concept, which is fine, but for some reason you attributed it to the tutorial/shader post with upmost certainty instead of just saying "that's just my idea of this concept that may or may not be developed/indevelopment".
  20. Also keep in mind it was never said there would be a simulation mode. We saw a computer effects shader being put to use in the tutorials, that does not mean necessarily we'll be getting simulations. No, it looks like from the post you linked that we'll be getting tutorials. Not really news. How about a new rule, just for fun: whenever you claim KSP 2 is adding a new feature, you have to find something that explicitly says we're getting that feature.
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