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KSP2 Release Notes
Everything posted by Bej Kerman
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KSP 2 give away happening on Discord, right now!
Bej Kerman replied to GoldForest's topic in Prelaunch KSP2 Discussion
And I think I speak for a lot of people when I say that the information to the Intercept Discord has been made available to the entire community so further elaboration really isn't needed. However, in the interest of making sure you have it: https://discord.gg/interceptgames Not touching it unless I have a good reason to participate in the first place. -
KSP 2 give away happening on Discord, right now!
Bej Kerman replied to GoldForest's topic in Prelaunch KSP2 Discussion
I think I speak for a lot of people when I say I am not joining this discord unless you elaborate. -
We don't know. It falls below the minimum requirements so probably not. It is also worth pointing out that a GTX 1650 Ti portable will be less powerful than its desktop equivalent.
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Road up to the docks at KSC
Bej Kerman replied to Vl3d's topic in Prelaunch KSP2 Suggestions & Development Discussion
I was sure this was made explicitly clear by the boat launch site option -
First impression from Scott Manley's gameplay video.
Bej Kerman replied to Tweeker's topic in Prelaunch KSP2 Discussion
I wish I didn't have to repeat myself. EA is NOT FOR A WIDER AUDIENCE. EA is targeted at people who are going to be reporting bugs and trying to make the most of the development period. It is not a release. In 99% of developer projects, juggling optimisation at the same time as adding things hurts efficiency, so expect that the current high demands are a result of rushing to get EA out and won't hold true closer to launch, or maybe even a few months from now, depending on developer priorities. Key words: closer to launch. EA is not a launch. It's an open window into the development process. Just to make it absolutely clear that your expectations are not in check. The $1000 graphics card builds are not aimed at the kids you keep bringing up. This They complain about being condescending but all they've done so far is complain about the fact a voice actor didn't have / didn't put on a deep voice on. I get the impression if they were face to face with the VA or the staff member they were a client for, they wouldn't be giving out all these strong words. Again, points for bringing up representation! Inb4 men get upset over the leading figure for all the newbs learning KSP 2 not being some super manley ultra uber masculine goit Note to moderation: "goit" refers to the British slang insult popularized by Red Dwarf, derived from goitre (i.e. a pain in the neck), not the Urban Dictionary definition. It is intended as a point of sarcasm, a joke, and is not intended to offend men outside those who would genuinely get annoyed by someone in a video game not being a man. Second, slightly more important note to moderation: the forum directed me to page three of this discussion, and was not aware of the moderator request to "keep the discussion focused on Scott’s video here" - apologies! -
Where is the metallic hydrogen
Bej Kerman replied to SSTO Crasher's topic in Prelaunch KSP2 Discussion
Indeed The NERV was going to be my go-to engine for interplanetary stuff, but when I saw the stats of the SWERV engine in @Space Scumbag's handy part overview video, my mind immediately changed. It's nice to see some love given to this engine niche. Thank you for saying this People are so used to Squad's atrocious management that we're already seeing expectations for new features right out the gate. -
And you would be surprised if I told you that helicopters aren't the only imaginable thing that can take off and land vertically? Funny you are so confident that robotics are coming, because you saw a feature that we all know was added for SpaceX style return boosters - and, failing that, jet-powered VTOLs. Yes, things do exist that take off and land vertically, that aren't helicopters. Until the team gives an update on their previous statement of robotics not coming to release, do not be so sure X is coming because you saw a rock, seen a cloud that looked barely like a duck, or made some other similar mundane observation that barely relates to X.
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First impression from Scott Manley's gameplay video.
Bej Kerman replied to Tweeker's topic in Prelaunch KSP2 Discussion
I do believe the highly condescending tone you used to describe the VA and what they got paid to do would qualify this as irony. Why would they charge £20 more than KSP 1's £30 for a game whose developers have not given up at the bottom of the hill, whose developers are going to spend the next few years doing more than what KSP 1's devs did - muck around trying and failing to redo the asset art styles I don't know, probably to do with the fact the devs know what they're doing and aren't, for example, going to push a career mode out, see it fail beyond a few hardcore players, and completely give up on making it make sense. It's nice to see people talk about things like this, so thank you -
My first KSP2 gameplay video
Bej Kerman replied to Space Scumbag's topic in Prelaunch KSP2 Discussion
What? Excuse me, but what? I don't see any identicality here. The parts look completely redone. KSP 2 has dynamic textures and details that weren't there in KSP 1. The medium cockpit (formerly Mk2) flows better and isn't relying on textures that barely changed from their Spaceplanes+ counterpart. Even the parts whose styles were untouched still got redone with higher quality models and dynamic textures, like the Terrier and the aforementioned medium cockpit. If you see any part you think looks like it was ripped from KSP 1, feel free to screenshot it and show us, because I do not see anything that looks like a KSP 1 model. And that's one the main reason I never tried parallax, it's a technical marvel and an incredible mod, I won't deny it, but the art style is... Debatable. The bubbles you find on Eve belong in No Man's Sky... I don't understand why they didn't just stick to the usual formula of rocks everywhere. Yeah, it looks cool in a soft sci-fi space opera, not so much in a game where the primary challenge is wrestling the rocket equation. I'd call it another win for KSP 2. -
OMG the sound design - AAA out of the gate.
Bej Kerman replied to Chilkoot's topic in Prelaunch KSP2 Discussion
Not to mention the chatter feels like it's a part of the universe with its atmospheric effects and responses to flight events, rather than being a popup that just randomly plays sound files. Wake me up when modded KSP 1 exceeds KSP 2? Consider me dead -
Where is the metallic hydrogen
Bej Kerman replied to SSTO Crasher's topic in Prelaunch KSP2 Discussion
High-power engines are not coming until later on. The best you've got for EA release is the SWERV nuclear engine that outputs 700kn at 1450s, and uses hydrogen like the less efficient NERV. Until then, those and the ion thruster are your most efficient engines. Please, temper your expectations. No-one said anything about releasing far future engines with EA - these things are coming later on the roadmap. -
First impression from Scott Manley's gameplay video.
Bej Kerman replied to Tweeker's topic in Prelaunch KSP2 Discussion
Ignoring EVERYTHING, every improvement, big and small, for the sake of pushing the inane idea that Intercept is conspiring to scam us. Don't forget that Squad is still asking £30 for a broken, bare bones game they no longer bother to properly support. So if you want to egg on anyone, it is not Intercept. It's not the developer team that is still developing things. Except for the parts where they promised to deliver more. -
Broken Early Access Laythe?
Bej Kerman replied to wpetula's topic in Prelaunch KSP2 Suggestions & Development Discussion
There is no highlight in the map view, and either way the shadow on the night side would indicate it is not an interface element. -
EXACTLY!! I can't begin to understand how having these things integrated into the game is somehow on the same level as needing to stack 30 mods to cover basic things like this! As Matt Lowne stressed, this is the baseline! This isn't modded, this is the pad modders launch from!
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Broken Early Access Laythe?
Bej Kerman replied to wpetula's topic in Prelaunch KSP2 Suggestions & Development Discussion
Participants weren't allowed to change the settings. It's a bug anyway. The atmosphere clearly isn't supposed to look like that (on any setting I might add), and either way, you're still touring an unfinished building that's not ready for public use yet. Things are unfinished. They probably don't have the shaders ready for Laythe yet. As I said, unfinished. -
File transfer between ksp and ksp2
Bej Kerman replied to The_Wandering_Jeb's topic in Prelaunch KSP2 Discussion
My best bet for KSP 1 craft conversion, besides just DIY, would be machine learning. I can't imagine human-written code being good at making procedural wings that closely match their patchwork counterparts. And most of all, things are looking good for all our aircraft part counts -
And I honestly can't imagine enjoying the buggy mess KSP 1 still is. KSP 2 is at least still in development, so if for example docking ports weld when the part tree changes, I can at least expect the devs to fix that in the future, as opposed to how Squad gave up on fixing KSP 1, even before 1.12. At least the minor jolts Lowne experienced were fixed with reloads, and weren't baked into the save like with many of KSP 1's bugs (no doubt an indicator of KSP 2's backend improvements). Like, I'm struggling to understand what's so weird about looking forward to the changes to the interface, navigation, backend, etc. that Intercept's made. Half my KSP 1 projects end up shelved because, for example, NERV and Ion engines don't work in timewarp without using mods that just exponentially increase my chance of running into bugs that bring my missions to a complete halt. On the surface level, it looks that way. But then again: workspaces, stock persistent thrust, nuclear reactors, non-impulsive nodes, procedural wings, a proper interface for building fairings. a development team that is still fixing bugs, etc etc etc. The idea that the core gameplay will be the same couldn't be any further from the truth. Yeah, you waited 4 years for Daedalus engines and interstellar contraptions, but in my eyes, not dealing with KSP 1's antiquated gameplay systems, and being able to expect that reported mission-breaking bugs will get fixed at some point, makes the wait worth it. It depends on Intercept's priorities - I'd imagine if Take Two did force a premature EA (which seems likely given that Intercept before delayed the game repeatedly, likely to prevent such a backlash), then they'd be in a scramble to optimise features they deem ready for optimisation. But specs will definitely lower before 1.0.
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As with 99% of games, the specs will get lower closer to release. EA isn't for teachers and schools, that's what release is for. EA is for "I want to be a part of the game's development" and "I'm so sick of KSP 1 that whatever issues KSP 2 has couldn't be any worse".
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Kerbal Space Program 2 - Pre-Release Notes
Bej Kerman replied to Intercept Games's topic in KSP2 Dev Updates
You think there's, like, an entire game besides the one part that they need to work on? The lack of, er, what? Indeed. Considering that KSP 1's vessel select menu almost always opened with a 0.5 - 5 second lag spike depending on how many vessels you have (no Squad, folders do not help that much), and that either way switching saved vessels to work on a massive multivessel project was a massive timesink, having this is going to be a massive game changer. -
Rocket noodling? Oh gods, not again...
Bej Kerman replied to Jarin's topic in Prelaunch KSP2 Discussion
I think when they said "slaying the Kraken" they meant docking ports not welding themselves together whenever the part tree changes. You know, the most common thing that happens in KSP besides rockets exploding. And the rest. But yeah, any kind of flex should generally result in stuff snapping instantly. -
Kerbal Space Program 2 - Pre-Release Notes
Bej Kerman replied to Intercept Games's topic in KSP2 Dev Updates
Ah, yes, 0.22. "We'll start with the basics of science, and work our way up to something more complete". And so adds a tech tree, KSC tiers, then proceeds to give up and let it fester for the rest of the game's history. Fun times!