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Everything posted by Bej Kerman
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KSP 2 Multiplayer Discussion Thread
Bej Kerman replied to Johnster_Space_Program's topic in Prelaunch KSP2 Discussion
It isn't cheating at all, though, and there's no reason to be strict. You can't do that with the same system Luna Multiplayer uses? Of course you can. DMP and LMP already let you build and play and share crafts without the burdens introduced by having to all be in-sync. You don't need to sacrifice timewarp. Either way, no amount of talking is going to convince me that making this, just this, possible (even though it already is with timewarp) is worth sacrificing timewarp. When you resync, your planets will move but no-one else's should.- 1,629 replies
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Lighting whilst traveling between stars
Bej Kerman replied to ChubbyCat's topic in Prelaunch KSP2 Discussion
Again, NASA doesn't put lights up on probes and neither should the player. The viewport is just an imaginary construct that effectively shows the probe carrying out whatever takes the player intends to do. NASA doesn't need lights to turn engines on and off, and the player shouldn't need lights to interact with parts in the same manner. -
KSP 2 Multiplayer Discussion Thread
Bej Kerman replied to Johnster_Space_Program's topic in Prelaunch KSP2 Discussion
Why warp at different speeds? Just let the server warp you all at the same speed. Why burden X players (who are attempting a docking around another station) for the Y players getting to the first station? Both are effectively the same. Aagin, basic permission settings.- 1,629 replies
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KSP 2 Multiplayer Discussion Thread
Bej Kerman replied to Johnster_Space_Program's topic in Prelaunch KSP2 Discussion
What the other player is doing has no bearing in what you are doing. This "issue" does not appear in Dark/Luna Multiplayer, which allow you to time warp as you please. Restricting anything still remains a matter of burdening players for the sake of immersion.- 1,629 replies
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KSP 2 Multiplayer Discussion Thread
Bej Kerman replied to Johnster_Space_Program's topic in Prelaunch KSP2 Discussion
Why we come up with other "solutions" when this works perfectly fine is well beyond my grasp. You were just saying that time travel is cheating? You were just talking about how you can't use time warp around a celestial body?- 1,629 replies
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KSP 2 Multiplayer Discussion Thread
Bej Kerman replied to Johnster_Space_Program's topic in Prelaunch KSP2 Discussion
Time warp does not augment the capabilities of your rocket. All it does is allow you to do a short mission without needing to set aside the weekend. This is why the very, very large majority of people are extremely keen to disagree. If Multiplayer didn't have time warp, no-one save for the occasional challenge youtuber would play it.- 1,629 replies
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KSP 2 Multiplayer Discussion Thread
Bej Kerman replied to Johnster_Space_Program's topic in Prelaunch KSP2 Discussion
Again that's much more trouble than just being able to use timewarp on your own terms.- 1,629 replies
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KSP 2 Multiplayer Discussion Thread
Bej Kerman replied to Johnster_Space_Program's topic in Prelaunch KSP2 Discussion
I don't know what you're talking about. I'm advocating for the extensive usage of time warp outside of the real-time multiplayer bubbles. You're advocating to kill timewarp for the sake of "real-time multiplayer bubbles". Just do what DMP does and let people sync on their own terms. Literally all of this is a waste of time.- 1,629 replies
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KSP 2 Multiplayer Discussion Thread
Bej Kerman replied to Johnster_Space_Program's topic in Prelaunch KSP2 Discussion
Of course not, all I am saying is it will be a compromise, it has to be. It doesn't need to be a compromise and it won't be a compromise. I don't know if everyone has forgotten or not, but Dark Multiplayer does everything fine without silly half-baked compromises.- 1,629 replies
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KSP 2 Multiplayer Discussion Thread
Bej Kerman replied to Johnster_Space_Program's topic in Prelaunch KSP2 Discussion
The universe is empty. We all should be playing together, with the possibility of any number of players interacting in real time on / in-proximity-of the celestial body. Not just your 2-4 player space agency team. You gain space-races, inter-agency contracts, craft trading, very cool visuals and a lot more. And you don't need to lose timewarp for this. Kill timewarp, people won't want to play. Not everyone has a big 8 hour gap in their schedule for timewarpless KSP, and even so not everyone would want to spend it on two otherwise short KSP missions.- 1,629 replies
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KSP 2 Multiplayer Discussion Thread
Bej Kerman replied to Johnster_Space_Program's topic in Prelaunch KSP2 Discussion
I trust the devs aren't going to do something like remove timewarp.- 1,629 replies
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Lighting whilst traveling between stars
Bej Kerman replied to ChubbyCat's topic in Prelaunch KSP2 Discussion
For you. On the other hand: Eclipses, atmospheric haze, solar panels, every mod that includes a greenhouse, landing on the dark side of a body, night launches, night docking. Lighting as a mechanic is already there in multiple forms, let us not pretend that this is the only way light would play a role. There's a difference between those listed and blindign the player altogether. Autonomous ships don't need human input or vigilance in the first place, that's what autonomy is there for. You shouldn't need lights to be able to interact with an autonomous ships. There's no kerbals. The player doesn't exist as far as the ship is concerned. The player shouldn't need to pack lights when it's not an engaging gameplay feature. -
KSP 2 Multiplayer Discussion Thread
Bej Kerman replied to Johnster_Space_Program's topic in Prelaunch KSP2 Discussion
Bad idea. Just make it like Dark Multiplayer and everyone will play. Making the time needed to do anything meaningful several hours will drive everyone off.- 1,629 replies
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KSP 2 Multiplayer Discussion Thread
Bej Kerman replied to Johnster_Space_Program's topic in Prelaunch KSP2 Discussion
[snip] Not being able to time warp near a planet is like one of the central points of this discussion, no?- 1,629 replies
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Lighting whilst traveling between stars
Bej Kerman replied to ChubbyCat's topic in Prelaunch KSP2 Discussion
A game where you literally build rockets that can overcome the challenges of spaceflight... Guess we should remove batteries, as being able to control your craft trumps the novelty of electricity management. Don't take me wrong, you're entitled to your opinion, just don't try to disguise it as the obvious, objective, gameplay design choice. Fake ambient light is not gameplay, designing your ship around simulated mechanics is gameplay. Lighting isn't a fun or engaging gameplay mechanic. Besides, autonomous ships don't need light to to toggle modules, but a player needs light to interact with the probe. NASA isn't stringing lights across probes IRL so that they can toggle modules, so this shouldn't even be a valid gameplay mechanic in a game that's set hundreds of years ahead of the space race. -
KSP 2 Multiplayer Discussion Thread
Bej Kerman replied to Johnster_Space_Program's topic in Prelaunch KSP2 Discussion
Won't someone please think of the immersion?- 1,629 replies
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Procedural Part Wishlist
Bej Kerman replied to poopslayer78's topic in Prelaunch KSP2 Suggestions & Development Discussion
As a required component of radiators. It didn't showcase actual procedural trusses. You can already adjust how much fuel an SRB starts with. This I agree with. You don't make the call on what spaceship radiators will look like in 200-300 years time. This is what radiators will look like in the future - lightweight and efficient. KSP 2 will probably have your early-game old white bulky inefficient radiators for starting out and building ISS replicas, but it will not be able to keep late game engines cool. -
Lighting whilst traveling between stars
Bej Kerman replied to ChubbyCat's topic in Prelaunch KSP2 Discussion
Gameplay would be using the tools the game gives you: lights and floodlamps. Relying on a magical hardcoded solution like fake ambient light is not gameplay. If this was a game of architecture I'd be inclined to agree with you. But the point of KSP can be as far away from "pretty lights" as possible. Bottom line: gameplay over graphics. No pitch black. Gameplay would be being able to manage the rocket in pitch black. I'd also light to add that being able to see the skybox at all times is much less disorientating - again, gameplay over graphics. Being able to see trumps the novelty that some graphical mods have. -
That's like undoing what would otherwise add lore to your save
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Lighting whilst traveling between stars
Bej Kerman replied to ChubbyCat's topic in Prelaunch KSP2 Discussion
Are we gonna compare the decision of one or two game designers against the potential tens of thousands of voluntary searches and downloads of mods? Also, if you read again, what I have a problem with is attempting to objectively define "good game design". The extensive and super diverse catalog of successful indies gladly makes fun of anyone who thinks a single solution is the only way to design any game. And? Gameplay over graphics. No pitch black. -
Lighting whilst traveling between stars
Bej Kerman replied to ChubbyCat's topic in Prelaunch KSP2 Discussion
Yes, look on the workshop. -
Lighting whilst traveling between stars
Bej Kerman replied to ChubbyCat's topic in Prelaunch KSP2 Discussion
The fact that KSP 2 isn't making interstellar space pitch black kinda speaks against the person(s) that think a few mods speak for what good gameplay is. Gameplay over graphics. -
Lighting whilst traveling between stars
Bej Kerman replied to ChubbyCat's topic in Prelaunch KSP2 Discussion
Yeah? Your point being? -
Lighting whilst traveling between stars
Bej Kerman replied to ChubbyCat's topic in Prelaunch KSP2 Discussion
Not this again, thought we had left this back on that other thread once all camera chicanery got debunked by both NASA sources and Space Engine camera setting simulations. Not what again? -
I don't mean this in a negative way, but based on what we've seen and the fact that the footage we are seeing still says "pre=alpha", I'd be shocked if KSP2 releases in 2022. I just have a hard time seeing them progress that much in the next six to seven months. Not only was the latest episode filmed several months ago, but they also probably used older, more stable builds while filming.