-
Posts
5,038 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Bej Kerman
-
...MAIN... ---------- Meanwhile, I was clearly referring to a What I mean is that I want realistic aerodynamics from launch to minimise broken aircraft from updates. Not sure what the deal with a secondary aero model is.
- 94 replies
-
- development
- ksp2 suggestions
-
(and 3 more)
Tagged with:
-
I'm willing to wait as long as possible for the aerodynamics to not be so easy to exploit. FAR might be harder to use than stock in some cases, but it feels far more fluent when you get the hang of it. If KSP 2 considers realistic aero model, I'll definitely wait another year for any kinks to be ironed. I mean, through my eyes, the KSP 1 aero model is hacky, the atmosphere feels soupy and planes don't feel as good to handle nor easy to flip and pull stunts on, and it doesn't feel like something to come from KSP 2, but we'll have to see.
- 94 replies
-
- 1
-
-
- development
- ksp2 suggestions
-
(and 3 more)
Tagged with:
-
I'd rather you didn't confuse or conflate mine preference for there not to be delays for the sake of a specific, optional feature, with any form of impatience or wanting things rushed in any way. Aerodynamics and, most important of all, polish, really matters to me. The team should be given as much time as is reasonable. And, besides that, aerodynamics is quite a bit more than just some optional feature. The game past orbital mechanics hinges on it.
- 94 replies
-
- 1
-
-
- development
- ksp2 suggestions
-
(and 3 more)
Tagged with:
-
IMHO I'd rather KSP 2 come out as intended at launch rather than rush it for the sake of my impatience.
- 94 replies
-
- development
- ksp2 suggestions
-
(and 3 more)
Tagged with:
-
It isn't any more impressive than what games like SE and NMS have pulled off. It's impressive. It's also not new. Because this... "A level of detail at a scale that big is simply unheard of in gaming. Incredibly impressive work!" this simply isn't true. Plenty of games have this detail at this scale nowadays. I'm not diminishing what the devs did, I'm simply saying other games have done this and will continue to do so. I'm simply contradicting the notion that this is level of detail is unheard of, and in truthfulness, saying that diminishes the hard work other games have gone to in order to further procedural generation. Space Engine is a passion project by a single person, and it's had levels of detail that have come close to this since 2010. It puts KSP 2 on a podium where it doesn't necessarily deserve 1st place. Same. Peace. This would be an awesome detail to the game and I'm also hoping that resource deposition is sensible in matching its environment though hopefully not being cartoonishly obvious so we have to still probe and prospect with caution. I do fully agree there, it would bring some strategy to KSP 2 if things like this were knitted together. Mountain bases on Kerbin, seasides, rivers canyons, etc. could have different weather to the plains elsewhere, for instance.
- 136 replies
-
- ksp2
- show and tell
-
(and 1 more)
Tagged with:
-
They curated some procedural generation, that isn't new or exciting. That's a massive leap in logic, it's more like saying that other games have also done procedural generation - just that the curation is done though having players share their finds instead.
- 136 replies
-
- ksp2
- show and tell
-
(and 1 more)
Tagged with:
-
You said it yourself, the difference is curation. It's still just procedural generation beneath the curation. It's still just the same stuff as ED, NMS and SE. Going back to the point, KSP 2 isn't breaking any new grounds.
- 136 replies
-
- ksp2
- show and tell
-
(and 1 more)
Tagged with:
-
What.
-
A part of me will be really disappointed if the realism doesn't approach Ferram. Aerodynamics shouldn't be baby-proofed; I feel the same way about aerodynamics as those who were scared of orbital mechanics being simplified when KSP 2 was earlier in development. With spaceplanes and such being so prominent in KSP, the aero model should be held with almost as high of a regard as orbital mechanics.
-
A big problem I foresee with KSP 2: pc resources
Bej Kerman replied to king of nowhere's topic in Prelaunch KSP2 Discussion
It also says a lot that KSP 1.3 and above have introduced so much to the game yet people stick with it because of the performance. Hopefully there's an inrush of activity here as KSP 2 brings KSP gameplay to people who don't like having every single bit of RAM and CPU power taken up to keep every asset loaded. BUMP if anyone else remembers this mod's name. -
Alright, I'm not reading all this, I just want to emphasize that RNG is a half-thought way of trying to introduce depth to a game where RNG would destroy the player consequence aspect of KSP. It's almost just like how the answer to milk runs is to just slap an autopilot into the game - instead, KSP 2 has gone down a path that won't involve the player being hands-off, still requiring the player to develop and intuition for orbital mechanics. In other words, you have to do the milk run first before the game can take it from there. My point being, you have to think harder than just 'let rolls be the consequence'. Rolls destroy the consequence part of KSP - more to the point, they would just be there to ruin the player's day and would not add anything interesting to the game. This is a far more thought out answer than just 'RNG it'. It's an interesting mechanic, although I expect that for such a feature to be very practical the game would need an overview UI that lets the player create a part health heatmap for their ship (similar to KSP 1's thermal overlays) so that searching for a damaged part wouldn't be as tedious as carefully moving the camera around searching for damage. Besides that, it'd be a good option as I'd see why others would rather use classic part physics.
-
versus it releasing in 2025 with just as many bugs Versus releasing it in 2025 with virtually no bugs and a few other features and optimisations that a 2022 release would not have allowed for. Fixed it for you.
-
My deal is I think RNG fits best between player actions and the consequences. You'd never do the bad thing if it always resulted in failure, but you might if it was a roll. And there's lot of things we can currently get away with in KSP without consequence that should probably have some consequences, I say let the consequences be rolls. There's no consequence with rolls, it's just bad things happening for no reasons. I say that rolls are a cheap way of making the game exciting, although really it'll just lead to more frustration and "What did I do wrong there??". You didn't do wrong, the game did. There's no consequence with rolls - I just can't overstate how cheap RNG would be.
-
Last thing I want is my interstellar flagship to bork itself because RNG. Any failures should be upon the players' shoulders. There's no mod for this. There's random failures, but that's pure RNG. I want to be able to break my own ships in interesting ways instead of just blowing them up because dealing with my own ineptitude sounds like a fun challenge. Spaceflight is all about risk management in real life. KSP should reflect some aspect of that, though it should definitely be softened for accessibility. There will be mods for this - other than that, I agree there. I want to break my ships in my own interesting ways, I don't want the game to just break my ships on its own. Ships should work as they do right out the VAB.
-
Rushing the game would only mean more bugs on launch. Do realise that people behind the scenes are actually taking time to develop the game and that being forced to hit a deadline would only get KSP 2 to approach just how broken KSP 1 is. I believe preventing further delays is the opposite of what everyone else wants. We just want a game that's had time to be developed.
-
Every time Squad says it's fixed the wheels, what it really means is that it's broken them differently. There have been several bug reports about this, so hopefully they will fix it in the version that they'll release when KSP 1.12 is actually ready rather than this ambitious but hasty pudding prepared for the 10th anniversary of the original release. I was in the middle of a sprawling late career game when I installed the update, and there is stuff broken all over the place now. The new maneuver node/ transfer planning feature doesn't seem to work at all either, although that doesn't really matter to me. Yeah, I don't want to be a party pooper but the only thing I've been looking forward to in the KSP community is KSP 2. Minecraft as passed its 10th anniversary as well and 1.17 runs just as well, if not better, than all previous versions, yet KSP 1 has yet to get a vanilla implementation of 'don't load every single asset in the game at startup' - that would save an incredible amount of RAM which has been a major bottleneck telling from my, and others', experiences with KSP 1.
- 321 replies
-
- 1
-
-
- grand discussion thread
- on final approach
-
(and 3 more)
Tagged with:
-
No. @engineergaming252?
-
Just to repeat myself, the sole purpose of the flags is to bring a bit of life into the Kerbal world. Yes, some missions require flags, but missions could just as easily not require that. Flags are so trivial, so unnecessary but so fun that they do not need to be inventory items. It would not just be inconvenient, but also problematic having to leave behind a parachute or a jetpack just to plant a flag.
-
I returned to KSP today only to quit it a few hours later out of frustration with the broken physics and poor performance. I just hope KSP 2 has the sense to make wheels more viable than literally rolling the craft.
- 321 replies
-
- 1
-
-
- grand discussion thread
- on final approach
-
(and 3 more)
Tagged with:
-
That's an options/hardware issue, not an SE issue. Procedural Generation. KSP 2 is not breaking any new grounds, and I know people don't like hearing that but I've seen various games rival the detail KSP 2 wants to show.
- 136 replies
-
- ksp2
- show and tell
-
(and 1 more)
Tagged with:
-
Space Engine is procedurally generated as well. Only the massive landmasses. Finer details kilometres across are still procedurally generated. It's no different at the smaller scale, which is what you were bringing to attention in the first place. Space Engine does not yet generate details for textured planets, but everything else should generate surface details. Graphics are low or something's wrong if you can't find any surface details. The paid version on Steam also includes 3D rocks akin to KSP's parallax mod. ED/NMS use proc gen as well. KSP 2 is handcrafted at the much larger scales, but this is being conflated with handcrafting the finer details, which is false. Everything smaller than several dozen kilometres is procedurally generated. So no, KSP 2 is not breaking new grounds. It looks good but it's not new.
- 136 replies
-
- ksp2
- show and tell
-
(and 1 more)
Tagged with:
-
Space Engine, Elite Dangerous (eww), No Man's Sky, you get the picture. KSP2 isn't breaking any grounds.
- 136 replies
-
- 1
-
-
- ksp2
- show and tell
-
(and 1 more)
Tagged with: