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Bej Kerman

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Everything posted by Bej Kerman

  1. 240332481.wem... Very much OOC for KSP 510885564.wem, an unused, but more enthusiastic version of a Kerbal yelling the countdown 513593547.wem sounds like a toned down version of 95073679.wem 643641982.wem, Earthbound vibes
  2. That looks like a lack of torque. Put RCS thrusters or lots of reaction wheels on.
  3. Perhaps we don't know enough about your current situation to determine a cause or workaround to your issue.
  4. I was thinking slow-mo. In fact, KSP 2 lets you configure how fast each timestep goes... Once you do this, you can fiddle with it a bit. If you change the timestep a bit, you can get the game to run in slow motion. Unfortunately, sometimes timestep 1 puts you at 1x rather than 0.25x and timestep 3 which is now 1x behaves as 4x would, occasionally putting your vessel on rails if you cease acceleration when on a surface or outside the atmosphere, making it difficult to use the feature in a natural manner - above all, the default timestep is 1 but the game forces 1x time acceleration on load so going to timestep 2 slows the game to 0.5x and going back again puts you at 0.25x, and this also seems to break staging if you're in slow mo. I hope @Nate Simpson et al properly integrate all this into the game, and more importantly expand the timewarp applet to support customisation and specific timewarp levels, because it's a shame to see that the foundation for a stock BetterTimeWarp is there as well as the ability to use any number of timescales like Universe Sandbox, but unused in favour of KSP 1's rigid "You have 8 timescales to choose from, take it or leave it" design.
  5. Well... These are among things that can be improved for the sake of better user experience, same as translation/rotation gizmo, button spacing etc. But this isn't the place for this discussion (again) Isn't a thread dedicated to how the translate and rotate tools are provided to the player precisely where we should be discussing their designs? Extreme mental gymnastics would need to be put on display to explain how the designs of the manipulator handles are not relevant to the discussion here when it's likely responsible for people wanting the tools separate.
  6. In my above comment, I explain that this can be blamed on flimsy design rather than the idea of a combination itself. When complaining about something, it's important to fully understand what specifically you aren't happy with. I've seen people throw flac at the entire UI of KSP 2 over minor things like font inconsistencies, weird letters in the pixelated alphabet and how the edges of the navball have a dithered edge.
  7. Indeed. Only problem is that both the rotational tools and translational tools use arrow motifs for their handles, which makes it feel cluttered. Credit where credit is due, if you combined KSP 1's widgets, the rotate/translate handles would be much clearer, with the rotational handles being represented as wheels rather than arrows. This seemingly small difference would make them much easier to tell apart. Other than that, that's basically the problem I have with them being combined - the designs don't feel like they were made to be combined, where they share the same square inch on your screen.
  8. Parts Manager should also have a better way of adapting to changes in a vessel. Any time a part is added or changed on a vessel, the game freezes for a sec as it completely rebuilds a parts list that only had one thing change in it. Building even massive vessels is for the mostpart smooth, unless you have the manager open in which case using the VAB might feel as laggy as it was in KSP 1.
  9. I've been operating under this assumption since I got the game. They're treating it like an epiphany as if we've not been screaming this since the game was announced
  10. My biggest pet peeve with this game. "Approaching PartialOutOfFuel Event, decreasing time warp" I'm sick of games telling me what I can and can't do with its tools.
  11. I know of one... But first, you must surrender information you have on you. You said you know of a "Kraken Devil Temple"...?
  12. There are links to the soundtrack here, but embedded in this message is also a comment telling you how to extract them yourself if you also want to look at SFX and stuff. Once you have copied the WEM files from KSP 2 and the contents of vgmstream-win.zip into one folder, drag all the WEM files onto test.exe and it should convert them all to WAV. Once you have that, you can drag all of them into a DAW like REAPER, and see what interesting things you can find - this should be more efficient than opening the WAV files individually. You can also enable spectrograms in REAPER and see what looks the most interesting. 95073679.wem is probably the most fascinating so far, but it's so far detached from the atmosphere of KSP 1 and even the parts of KSP 2 we have access to so far that I wouldn't doubt the possibility of it relating to end game content.
  13. I can see what you are doing. Have a good day.
  14. So in other words, you don't know You'll stop asking questions intended to frame KSP 2 as a complete product, then we can discuss.
  15. Hm? On a less demonic note, 128088039.wem consists of the drumbeat motif hear in orbit around the Mun and other drumbeat stuff you'll have heard on mission failures and stage sep. Still, I wonder what non-euclidean Eldritch-esque Outer Wilds ending type stuff would instigate such a dramatic soundtrack. 176668843.wem sounds like what you'd hear from the Voyagers' recordings of the outer planets. 643641982.wem sounds like it could be related to 95073679.wem...
  16. That's exactly what I'm asking, actually. Then you need to reframe your thoughts.
  17. No idea what 196515656.wem is supposed to be... Sounds like the Portsmouth Symphonia Jr. What in the 2001 is 95073679.wem?? Horror elements in KSP 2, since when? 644654856.wem and 751643722.wem also sound WAY out of character for funny green aliens. I realise now I'm probably spoiling myself on some big end-game content here, so spoilers beware, play these files at your own risk
  18. Please quote me when referring to me. What realistic reason is there to use nukes with the possibility of torch drives that can work in an atmosphere?
  19. I'm not asking why it isn't done in 0.1.x. I'm asking why the stability and reliability of the physics simulation has regressed from KSP 1.12.5 despite the fact that fixing it is a stated objective for KSP2. It's not the same game and this build of the game is likely only 3 years old. You aren't asking why the stability has regressed from a much older and completely different game, you are asking why the goal wasn't achieved in the very first pre-release version of the game.
  20. We joined in the first two years of development. If you think coming in slightly earlier gives you some kind of high ground... Mhm? And? People who aren't developers can still make competent decisions. Which Squad was seemingly incapable of. That's besides the fact that by 0.18 they were charging money for what amounted to what's barely even a tech demo. "Ultimate Goal" =/= to be done by version 0.1.x Nah, that's just the same 10 people club that are chronically in the forums thinking they know some magic context they refuse to mention whilst calling you names under the mod's eyes. You're certainly good at proving other people's points! Which they have been, else you wouldn't have been notified ahead of the EA drop that you'd need beefy hardware.
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