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Bej Kerman

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Everything posted by Bej Kerman

  1. Don't KSP 1 multiplayer mods do a good enough demonstration of the basic concept?
  2. And only then? Having to spam click when opening the game just to escape the pointless dumb cinematics that fulfil a job already taken by the teaser isn't nice.
  3. I hate it when fans of something refuse to acknowledge anything negative about their game.
  4. Probably because you designed it asymmetrically or messed up a setting on one of the ailerons. Have you also tried doing Alt+X? That'll reset your trimming.
  5. Pretty much all of those are going to be in KSP 2 in some shape or form given that they just patch the holes in KSP 1.
  6. You don't. You'll have to be just above the atmosphere or in a distant orbit. It isn't that complicated of an issue. and I'm not sure how a figure 8 orbit works in your head because that would require several bodies in a perfect balance. Don't get how it's confirmed without a source I did doubt that, with KSP having its own system wide N-body mod (Principia), that a bunch of very skilled devs working on the game from the ground up would have trouble with localised 3-body, and part with something like patched conics as horrible as it is beyond the simple configurations KSP 1 has.
  7. A timer does this how? Why are the other solutions not valid?
  8. Never happened unless there's a source. Patched conics just won't work around Rask and Rusk lest the game ends up feeling amateurish.
  9. In my time playing SR2 I haven't found myself mixing parts with conflicting art styles because of its customisability, nor have I had to go on a trek for a tank of the right size. Not saying it's bad, heck it'd work a lot better if all parts were categorized properly by cross-section, parts could be painted however we liked and it had the auto-adapt feature of SFS - probably why I'm excited for KSP 2. But if we leave charm and intuitiveness for a sec, procedural parts wipe these problems out just by being procedural. Not having to worry about the only adapter that fits being fugly is nice.
  10. You have a way with words. That's still an unnecessary step. I don't get how a glorified loading screen that doesn't even load anything solves anything.
  11. I have never seen a problem with being able to click 'fly' and be there ready to fly my rocket. I'm not sure what's wrong with not having the intermediate step of waiting out a timer.
  12. Can we add procedural parts to this list? I know it's taboo on this LEGO-obsessed forum, but this little mobile KSP 'Spaceflight Simulator' does it in a LEGO-like manner. There are no adapters - instead, the tops and bottoms of fuel tanks auto-resize to match what's on their top and bottom. It still feels like LEGO but you never have to dig through a list of adapters for the right one. You just put a fuel tank on the blueprint, put a short fuel tank on the top of the same width and put a small item on top - the short fuel tank turns into a correctly sized adapter. This is a nice bit of finesse most other space flight sims don't have.
  13. Nertea's Near / Far Future mods did KSPIE in a stockalike manner that doesn't introduce heinous amounts of bloat to your game, and does it in a way that you don't need documentation that doesn't exist in order to figure everything out. SimpleRockets 2 did this well. You can automate anything using Vizzy, but you need to know how to automate things - you can't just use a porkchop graph and plan a crazy efficient maneuver without having to know anything about orbital mechanics or programming. SR2 also has an auto-burn option for maneuvers to assist with engine wind-up and wind-down times, but you still need to know orbital mechanics to utilize this. Back to the point, you can download craft with Vizzy scripts built in, but this doesn't get much more complicated than automated liftoffs and semi-manual barge landings. Yes, SimpleRockets 2 comes with an ocean barge. Yes, there aren't any RGB lights like in KSP 1, but at least we have something to land eastbound rockets on. Where was I? Oh, SR2 does MechJeb without making it too versatile and cheaty - if you want auto barge landings, you'll need to either practice piloting or programming, not just pushing a 'land here' button.
  14. Which they won't be, they'll cost ore (probably) and I'd imagine the KSC will get a monthly ore allowance that can be saved by recovering parts.
  15. 1. KSP is not that sort of game, where you have winning, losing and horrible artificial limitations. Those were bolted on later into the games' life cycle and Intercept is going to make sure they don't make it into the sequel. And, as the above posters have said, KSP isn't about winning and losing - it's not a competitive game, it's a sandbox for exploration and discovery, Having fails and wins would destroy that element. 2. KSC will be decentralized, with space centers on all different bodies. How do you lose the game to a bad decision on the KSC's part when you have 50 other self sufficient, independant bases?
  16. Close one. Wasn't on yesterday night, knackered. @HyperDraco, perhaps?
  17. Which would make it feel cluttered. Do you get what I'm saying now? The flat texturing makes the UI look a lot more readable, and doesn't take as much time to process what I'm looking at.
  18. This almost always sounds horrible. Instead, have the twangy and basey instruments on different tracks that can be faded in and out per environment.
  19. No, I'm saying that your idea would make the UI feel cluttered. The team is taking the UI in the right direction by making it flat, helping reduce clutter.
  20. Let's not think in terms of 'how can we store as much unneeded data as possible' as Squad has done for the past decade, and instead consider that not every square inch of the planet has to be done at once.
  21. It's just like having an infinite amount of parts without the detriments of an infinite parts list. Less scrounging around for the right adapter, just let me make my own adapter!
  22. There's no narrative, it's just stuff happening.
  23. Mark my words, circumnavigating Kerbin 2+ times in a plane built to bomb ain't happening here least Stratz, Brad Whistance and the other KSP stunt artists show up, lol. "based on ranges of real-life planes" explains a lot.
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