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KSP2 Release Notes
Everything posted by Bej Kerman
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IPBM(s) (Inter-Planetary Ballistic Missile(s))
Bej Kerman replied to WarpPrime's topic in KSP1 Challenges & Mission ideas
Make that +100 -
What map projection does KSP2 use?
Bej Kerman replied to Jack Mcslay's topic in Prelaunch KSP2 Discussion
Why not just use an unwrapped cube instead of a rectangle for the map? -
Stock piston engine for aircraft.
Bej Kerman replied to Flying dutchman's topic in KSP1 The Spacecraft Exchange
Formatting is broken. That besides, this is a really cool contraption! -
You shouldn't need relays for a low orbit probe.
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Developer Insights #9 – Orbit Tessellation
Bej Kerman replied to Intercept Games's topic in Dev Diaries
They're diverting an interesting thread with comments that are less interesting. This degrades the quality of the discussion. I don't know why sceptical comments have to be gatekeeped. Remember when sceptics were laughed out of the No Man's Sky community before launch? -
Developer Insights #9 – Orbit Tessellation
Bej Kerman replied to Intercept Games's topic in Dev Diaries
Maybe we could let the people who enjoy this post, enjoy it? I don't get how their suggestion to post what should be the result of several years is a suggestion that you should stop enjoying this post. -
Good point although I’ll probably be dead in 20 years so I won’t care either way but I’ll come and haunt anyone playing KSP on an emulator as a compromise. Either you're not very young or that's an incredibly dark joke
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What map projection does KSP2 use?
Bej Kerman replied to Jack Mcslay's topic in Prelaunch KSP2 Discussion
Using cubic projection sounds like a good way to reduce the manual labour of smoothing out the flaws of rectangular projection. -
Did they mean using emulators in 20 years when current PCs are comparable to a Megadrive today.
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Rather than not updating, Squad should re-evaluate its programmers and playtesters, and stop rushing updates out for each quart.
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This makes sense. The reason to even bother making a sequel to a game instead of just making new features in updates is to earn more money (apart from getting to solve some issues that are to deeply within the code that you can't fix them without starting all over). If they just keep releasing updates for KSP 1, or give KSP 2 for free, then they wont make enough profit to pay for the development. that is also why they have paid DLC's. KSP 2 is being developed by developers unrelated to Squad. Yes, it won't be free for veterans so as to drive profits, but it isn't for the reason you think.
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That is called emergent behaviour. Basic laws of physics are programmed and phenomena appear.
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Making everything completely procedural might alienate people in the LEGO camp, but I don't see why all those tank profiles have to all be separate parts. Following my train of thought further, why do I have to wait for the devs to implement whatever tank profile is missing? Ok, why can't I just fill in all these holes in the parts list myself? It's hard to steer away from making tanks procedural because otherwise you end up with holes. I mean, Restock mod has a division for filling in all those irritating holes in the parts list. I'd like to avoid interfering with the LEGO nature of this game but it's very difficult.
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KSP2 Interstellar Discussion Thread
Bej Kerman replied to Dr. Kerbal's topic in Prelaunch KSP2 Discussion
Why would separating the map for interplanetary and interstellar serve any purpose but to make planning medium distance manoeuvres difficult? -
KSP2 Interstellar Discussion Thread
Bej Kerman replied to Dr. Kerbal's topic in Prelaunch KSP2 Discussion
Doing that would serve no purpose. -
What that "Not Actual Gameplay" really means?
Bej Kerman replied to Climberfx's topic in Prelaunch KSP2 Discussion
From what I've seen, we have nothing on. The latter would still need a skybox to look decent and not just an empty creepy void with just the ship and a few points of light, but a skybox would look horrendous with the 4 or 5 actual stars moving and the rest just being part of a low quality backdrop. I expect KSP 2 might do what Portal 2 does and project a backdrop from a much smaller starfield to give the illusion the stars in the distance are real while also making them follow the rules of parallax like everything else. If we want to go extreme, you could have an actual galaxy with hundreds of thousands of procedurally generated systems to give the player the opportunity to really see how far they can go in a rocket, while keeping a small bubble in that galaxy to put Kerbol and all the other handcrafted and significantly more fun to explore systems. If that doesn't happen, I hope KSP 2 team really means that the game has "extended modding capabilities". -
What that "Not Actual Gameplay" really means?
Bej Kerman replied to Climberfx's topic in Prelaunch KSP2 Discussion
The camera can't print them, but human eyes can. It's almost sure that astronauts could see start's from Moon surface, because moon don't have atmosphere to overbought than. But would human eyes actually have the range to pick up the stars billions of times further than the one blocking them out to cameras?