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KSP2 Release Notes
Everything posted by Bej Kerman
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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? -
KSP2 Interstellar Discussion Thread
Bej Kerman replied to Dr. Kerbal's topic in Prelaunch KSP2 Discussion
Multi Year burns! Jeez! Would physical time warp go to Timewarp x1000000000?! Image all the Kraken attacks. Timewarp won't have to go that far up, transits should only take many decades at most. I’ll will just use a Jool assist. Hope your PC can handle not having any downtime for weeks at a time -
KSP2 Interstellar Discussion Thread
Bej Kerman replied to Dr. Kerbal's topic in Prelaunch KSP2 Discussion
Manoeuvres now take into account burn times when calculating the final trajectory so they will work fine with multi-year burns. -
Predictions on future updates!
Bej Kerman replied to Fundati's topic in KSP1 Suggestions & Development Discussion
A. I personally think it would be good to have an upgrade to the NERVA. It would need to be expensive and require lots of science, but it would be a good late-game upgrade. Rockets are already op lol, I don't think it'd do balance any good if we got anything higher than an isp of 800. -
Yes, and to add to these the KSC and other launch sites should have some customisability like the colonies we've been shown.
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will the ksp 2 release date be accelerated?
Bej Kerman replied to determinationmaster's topic in Prelaunch KSP2 Discussion
Its gonna be hard to do that since they didn't release a trailer 9 years ago. Posted 8 years ago -
"I either don't have any idea, don't give a kerb about cranes, or just don't have a favorite brand." sounds like a solid brand
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I do agree with one thing they said, that adding some new goodies to the Kerbol system would give a sense of wonder for returning players.
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Did you mean interplanetary?
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Biofuels won't be necessary for colonies - Rask and Rusk will have enough sunlight to run 100% solar, for instance. But it'd be a cool idea for a low tech space program.
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Clouds aren't flying bodies of soup, they shouldn't affect craft flight measurably. KSP 2 already simulates clouds in the form of the plumes that come out of the pad from take-off so it's possible the devs might find a way to turn parts of those procedurally generated clouds into fluid the craft can interact with.
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Aircraft Carrier Challenge.
Bej Kerman replied to Stormpilot's topic in KSP1 Challenges & Mission ideas
Cool- 136 replies
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Why is fuel so heavy?
Bej Kerman replied to kspacc's topic in KSP1 Suggestions & Development Discussion
[Snip] [Snip] This isn't a problem. If the game is too hard for you now, no-one's stopping you from modding the game so it's easy mode or just not playing at all. It's rocket science! I've been around since 0.18 and this really doesn't affect much. Yes they have. It's not a problem. I am interested in how the game works, I know what Delta V is, KSP rockets are overpowered if anything. There's no point to be doing that. KSP jets are balanced fine as they are. [Snip] You have yet to explain what's wrong with any of this. -
Programmable Probes
Bej Kerman replied to KerbalEngineer's topic in KSP1 Suggestions & Development Discussion
Like I explained to fruit goose you could add margine of error to make new players learn how to fly manual as well. Not only that but this wouldn't be an auto piolet because it only works if you have the right data to make it work plus a flight record of the vehicle. And it would open a new way to play that even mods don't capture. This would help expand the game in the end. Thanks for the feedback though. Margin of error would make using the autopilot a terrible idea unless you want that margin of error to send you hurtling into the atmosphere and, as I said, newbies could just open sandbox to bypass having to rise up the tech tree and record data in the first place. I know I started with sandbox in 0.18 when there weren't a lot of alternatives and have never touched career mode too much since it first released. Thanks for listening, have a happy Easter. -
Well they wouldn't take the effort of making extra fancy clouds on Jool except if they expect more players than the occasional very ambitious guy to go there for some reason... floating colonies? Not many people have been beyond Minmus, so what?
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SPH-only memory leak?
Bej Kerman replied to dnbattley's topic in KSP1 Technical Support (PC, unmodded installs)
Spaghetti code. -
Aircraft Carrier Challenge.
Bej Kerman replied to Stormpilot's topic in KSP1 Challenges & Mission ideas
Well ain't that the point of challenges?- 136 replies
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Aircraft Carrier Challenge.
Bej Kerman replied to Stormpilot's topic in KSP1 Challenges & Mission ideas
What makes the hard challenge harder then?- 136 replies
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Programmable Probes
Bej Kerman replied to KerbalEngineer's topic in KSP1 Suggestions & Development Discussion
Adding to that, KSP is less of a rocket sim and more of a space sim. It's about manually doing stuff and watching how certain actions affect your orbit. If we add an autopilot to vanilla there's no way to avoid newbies looking up autopilot tutorials and bypassing that incredibly important aspect of the game. -
I can't expect planetwide fluid simulation, but maybe if it's not too performance demanding on modern systems, the area around the craft could be scanned for any significant amount of gases e.g. clouds, and then converted from the procedurally generated volumetrics into a fluid that gets denser around area where the volumetrics are more opaque. We do have simulated gas clouds when spacecraft launch, don't we?
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It doesn't matter if you've got OCD or not, the current system is clunky and only works with the less normal parts if you've got the patience of a rock. Conformal Decals bypasses all that bull and cow.
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Fantastic! Conformal Decals mod is waaay better than the stock decals - hopefully KSP 2 embraces proper decals rather than these sort of flags that hover disconcertingly above where they are supposed to be painted on.