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Bej Kerman

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Everything posted by Bej Kerman

  1. yeah just fixed it xD Not before I did
  2. yep, you can see some pixels, from a vantage point from an illumination perspective, but he's talking about discerning details. Probably wouldn't take much zoom to discern details. 2x or 3x would probably be sufficient to see an engine light up and make more than one pixel glow, but stock KSP can zoom in even further.
  3. You can see the KSC easily from low orbit, so I don't see where this is coming from. Platet-sized nope doesn't do the size of the nope justice. I'd say it's more planet-sized. Implying you can't do this in a single player, (or multiplayer), game without dropping timewarp and massively changing what KSP is
  4. The sore thumb is killing timewarp, and the consequence of this is making a game whose travel times are even worse than Elite Dangerous.
  5. 30 players is not big multiplayer, I'm taking about at least hundreds of people planet-side and thousands of people playing in the same universe. My point stands. You're going to only have like 5 or 10 people playing if multiplayer has the catch of taking hours for simple tasks due to the absence of timewarp.
  6. Yes you do, on / in-proximity-of the celestial body. It's my opinion. An opinion: "I think there are ways multiplayer could work without time warp" A fact: "You need to get rid of timewarp near a celestial body for multiplayer to work" Regardless of your opinion, you don't need to remove time warp for huge multiplayer to work. It's not an opinion. It's a fact you could probably affirm with a beefy server, 30 people and a Dark Multiplayer session.
  7. Just last message you were saying we're not complaining because it's a bad idea, but because we're "resistant and suspicious to change". I can only translate this to "stubborn". Because timewarp is literally needed for KSP 1. It isn't a superpower. It's a critical feature; every space simulator has timewarp. Even before the Mun was a thing, KSP had timewarp simply because it is so important for gameplay. If you can find anyone else in the whole wide forum who doesn't use timewarp in Low Kerbin Orbit, I'd enjoy being able to converse with them too. You don't need to remove time warp for huge multiplayer to work.
  8. Are you blaming us for not wanting mission times to become much, much larger for a bit of pointless immersion? I feel like we should be beyond saying things like "Vl3d refuses to let go of their idea" by this point. Didn't the mods say blame the opinion, not the person behind that opinion?
  9. "a few numbers" Yeah.... About that... Literally all you have to remember in Metric is how to multiply and divide by 10 and 100, which really should be kindergarten level maths.
  10. Immersion is barely worth anything, let alone doing away with timewarp or other such critical features. Other players don't see you warping / teleporting / hyper-driving on / in proximity of the celestial body. You don't get to manually travel back in time, you can only cancel a journey and return where you were. You don't break causality. Only the server controls celestial body configuration and local time, you do not. All players are in sync. Why does it matter? As I said, removing critical features for the sake of immersion is just futile. This being implemented would only destroy multiplayer. Can you imagine waiting hours just to get a space station rendezvous? The golden rule of multiplayer is that it has to work with time warp, not around.
  11. You don't manually start your burn. In KSP2 you would just start your journey. You set a destination and maneuver nodes in advance. Then when you press Start Journey the game would automatically warp you to your maneuver nodes and do the burn for you, outside of the real-time multiplayer bubble. What's the difference between this and manual timewarp?
  12. Yes but only when on a journey, not in the multiplayer real-time bubble. The multiplayer real-time bubble only has to surround a vessel. There's no need for all this tedious designing a system built to hinder players and make mission times 100s of times longer in real time.
  13. You play real-time on / in-proximity-of the celestial body Vl3d, not allowing timewarp just isn't something I want to do. I haven't seen anyone in support of this idea yet. If I understand this right, you're suggesting we just allow timewarp anyway?
  14. That, and moonlight, artificial light, sunlight that finds its way through the atmosphere, etc.
  15. I sneak inside the hill and lock it from the inside. With the power of a modern Hollywood writer, I declare all following comments in this thread non-canon.
  16. I would reference it if I remember, I’ll have to look but I believe it was one of the early interviews or maybe in PC gamers article. Having just one destination, just one meaningful interstellar trajectory to travel along, would be extremely underwhelming. I'm betting that interview is either outdated or being misremembered.
  17. Wasn't the discussion about not being able to timewarp in orbit?
  18. An SRB is already an engine and is prone to the same balancing issues. It was hastily deemed unnecessary by Nate, but that doesn't mean it's necessarily true. There are millions of applications for tiny and differently shaped solar panels - it doesn't start and end at being "big, interestingly-shaped" as Nate said.
  19. It's hasty to call underexposing background stars an improvement. The skybox provides a reference frame to orient yourself, and when it's absent this can prove quite disorientating.
  20. Maybe ask Einstein or Newton. The other option is waiting hours, days or even weeks for otherwise trivial tasks. Bottom line, timewarp is needed. 1000% agree with you there.
  21. Yes, depending on exposure. Depends if the devs go photorealistic or stylised. Yes, that's why the Sun isn't turning you into plasma right now. It's why stars are dim. But light doesn't "dissipare", it spreads out. By asking if we can even see ships in interstellar space, you're answering your own question. Refer to:
  22. That's not at all what we're talking about. Official multiplayer in KSP 2 has been confirmed for most of its history.
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