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Bej Kerman

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Everything posted by Bej Kerman

  1. @Vl3d did you understand none of this? "Unity LTS brings KSP 2 closer to release" is exactly the kind of sensationalist junk journalists try to sell to viewers. When will you understand that this is a lie? Citation: I made it up :>
  2. We've gotten plenty of information. It's definitely not going to be disappointing.
  3. Clickbait for what? I posted 6 cool videos related to Unity graphics that can be used for KSP and useful information about what environment features we can expect to be in the game. Are you not entertained? You pulled a correlation between KSP 2 and LTS out of nowhere, that's clickbait.
  4. What TLTay said above. I still call clickbait.
  5. I'm still curious where you got the idea LTS is correlated to the release date. "Unity 2021 LTS brings KSP2 closer to release" just sounds like clickbait.
  6. Correct. I suspect multiplayer will be an oddity, a side thing you can do with a friend or two, but probably not the main point of your playing KSP 2 I mean, yeah. Vl3d posted a concept image of a rocket going off, a pod parachuting down and a plane flying by at the same time like an MMO is going to achieve that at all. That's not going to happen in KSP 2 regardless of how multiplayer is done. If timewarp stays, then not many people will be synced. If timewarp is done away with, no-one will want to play just for how long it'll take to do anything at all.
  7. I thought KSP2 was meant to be realistic. Yes - strike a balance between realism, simplification for gameplay and realistic dev goals.
  8. "You've been watching too much Star Trek!" A nebula isn't much denser than the non-existent interstellar gas around it. No aerodynamic changes whatsoever.
  9. What changes if they're tidally locked? They will be tidally locked to each other, not that their rotational periods would have much relevance to the orbits of spacecraft elsewhere.
  10. It's an unstable system. The most stable orbits either wrap tightly around either Rask or Rusk, or orbit at a distance where Rask and Rusk act like one body.
  11. No, KSP just isn't an MMO kind of game. You're asking for a game that isn't KSP.
  12. All we'd need is a stock implementation of FMRS so we can land a booster and revert back to the orbital stage just after boost sep. Anything else isn't necesarry. The accomplishment aspect would wither away if this was only handed to autopilots. Like any other aspect of the game, this is something you can get good at with practice. Again, not necessary. Landing a booster isn't this kind of impossible feat that necessitates autopilot - like any other difficult but localised challenge (Runway speed record, Mun colony landing) you can do this with 30 minutes of free time and some trial and error. FMRS
  13. Uh... You realize Proxima Centauri A is a literal star? Crashing into the object at several billions of times the speed of light is the least of your concerns?
  14. [snip] There's a massive line between the shape and colour of a plume and the inner workings of its engine, and how bright things look on-screen. Keeping the skybox and ship in-view at all times keeps the player from getting disoriented. Making an engine realistic doesn't make gameplay any more difficult. Making the lighting realistic does. KSP 2 is only being marginally unrealistic by allowing you to see the galaxy and ships at all times without being over or under exposed.
  15. Why are you complaining about the fact that the engine plumes have been made as realistic as possible? This is how they should look in reality based on our current understandings. If you have any complaints on how engine plumes in real life look, you should probably file your complaints to the god of aerospace and mathematics instead of Intercept.
  16. Encouraging people to hype instead of just being patient was a big, big mistake.
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