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KSP2 Release Notes
Everything posted by Bej Kerman
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Guessing you meant to type KSP 1 Either way, completely agree. KSP 1's bolt-on mentality didn't allow it to age well.
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Said elsewhere, but you can see that panels have been added as one of the default toggles, so you no longer need to link them through the AGs.
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If you look at the Vessel Actions tab, you can see that they've added a solar panel toggle, so it doesn't need to be done from AG!
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Alright. Are you basing this off anything? AFAIK "small" reactors still give off enough radiation to be dangerous if the hab is anywhere but the opposite side of the vessel.
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That's besides the inevitable uses people will find for non-impulsive nodes and routine missions in this stage of dev.
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On the other hand, we've already got nuclear generators and some of the ships we've seen have their habitats placed far away from the generators. Not to mention removing radiation now entails making players design their vessels now around a danger they can't predict for when radiation does appear.
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Probably in here somewhere
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Only problem, if they don't redo all the other UI elements to fit a new navball variant (which they likely won't do), then the navball would look out of place against the pixelated elements. So I doubt it.
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I love it Gives the game a rich texture imo. Can't wait to see the iteration they've landed on for EA.
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How so? They look fine to me, and work even better with the cartoonish Kerbals than the UE5 or Blackrack clouds would.
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Also of note: no modular wing segments from KSP 1 made it into KSP 2, so procedural wings are necessary for aircrafts There's three sizes of wing as well, perhaps that means size limits, or maybe like the KSP 1 mod some of them function much differently to the others. One of them might be a full-rotation wing.
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The very first frame of when the X-plane is loaded in - the camera transitions from a front orthographic blueprint perspective to the in-VAB perspective. I'm guessing this means a more phosisticated vessel preview 2 frames later for reference:
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There's such thing as wishful thinking, yeah, but there's still such thing as unwishful thinking, fixating on any weird thing and drawing out-of-proportion conclusions. Frankly, KSP 1 aged like milk. The parts list, one of my biggest peeves with the game outside broken gameplay, functions exactly the same as it did a decade ago. No mods fix it (Janitor's Closet's hacky solution of removing parts doesn't count), no-one at Squad has ever thought "hey, do you think jumbling all the parts in a category into one big pile and sorting them by whatever random digits are in their names might contribute to low player retention?". Intercept is evidently taking their time to go through the mess Squad made of KSP 1 and make sure everything is built to standards, and even without the roadmap features, it's still going to be an experience lightyears beyond what mods do to hack KSP into a bigger game. I drawn the parts list as one example to show the improvements UX is seeing in KSP 2, but you can expect it to show in the rest of the game, especially when the roadmap sees progress. TL;DR: Even without the roadmap features, UX is still worth the game's price. Expect to see the dev's care for the UX to also reflect everywhere else, like how fleshed out the parts list is and how physics handles edge cases like orbital-speed collisions.
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I like that the game is conveying this information in the form of a file structure. Most adults and children know how files work, so this should serve to make navigating colonies easier. Oh? Alright, the LG decoupler was also in KSP 1. Hydraulic manifold something I think. As for the XL one, that is not familiar to me.
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The swept decouplers aren't new. They were in KSP 1 under aero (or structural, I can't remember) and their use as decouplers was advertised as a backup feature by the flavour text than a primary use. Not Squad's best decision. Still, nice to see Intercept actually recognise these parts as decouplers and not hide them from the other decouplers.
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Hopefully Nate goes back on "the non-proc solar panels you will get are enough / there's not enough use or possibilities for proc panels" which, frankly, isn't something that sounds like it was put through the dev team before being said.
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I love the explosion at 0:44 - in KSP 1 you'd expect a few anticlimactic poofs and one of three similar sounding explosion SFX - repeat for however many parts are going to explode. Even parts that logically shouldn't explode. Seeing a proper cloud emerge is immensely satisfying. And don't get me started on the VAB interface! It's nice to see a parts list that's readable for once. In all my time playing KSP, I haven't seen any mod tackle the parts list and make it any easier to parse. The biggest timesink with my vessels I have built so far has been trying to find parts without any proper categorisation. Nice catch Given how fast it's spinning here, either something went wrong or it's a demonstration of rotation in warp.
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Geodesic tanks are going to be coming with EA, so hopefully it'll be easier to make proper looking space stations.
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KSP2 EA: Physics simulation quality tests
Bej Kerman replied to Vl3d's topic in Prelaunch KSP2 Discussion
Your point is..? If you add safety nets to KSP, you quickly degrade its engineering gameplay loop. If you want to stop your craft's rotation but can't, go back to the VAB and figure out what's wrong. If people who were introduced to spaceflight through Star Wars get mad that they don't have a fix-it-all (and stop rotation) button at their disposal, tough.- 57 replies
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And consider if they thought things through completely like the devs have been doing to make sure they aren't convoluting the experience, then they'd realise not being able to trust your vessels to stay in orbit isn't fun and that two-body rails just does whatever they expect auto-stationkeeping to do. That's a massive reason why I trust KSP 2 to be way less of a pain than KSP 1, even in EA where it's 1/8th the game it will be on launch. KSP 1 devs added stuff on impulse, and just looking at the UI you can see how this has made the game into a jumbled mess. The VAB has been basically the same for years and the devs' final hurrah was a procedural particle generator that only becomes exciting by exploiting KAL overclocking.
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KSP2 EA: Physics simulation quality tests
Bej Kerman replied to Vl3d's topic in Prelaunch KSP2 Discussion
AFAIK, everything has SAS, even before you unlock the other direction holds. That's bad design and something to be fixed in the VAB. This game is about engineering primarily, and when a player finds their rocket is borderline unmaneuverable their first instinct should be to analyze their rocket and figure out what's wrong with it. Then A. wait longer or B. add more- 57 replies
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I really hope the devs make an allowance on interplanetary-scale Orion drives for the day one release given its status as a drive we could have had not long after Apollo if not for politics.
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KSP2 EA: Physics simulation quality tests
Bej Kerman replied to Vl3d's topic in Prelaunch KSP2 Discussion
It can take an incredible amount of skill to figure out how to stop a spinning craft. Er...?- 57 replies
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"explosive bolts" feature.
Bej Kerman replied to tomk's topic in Prelaunch KSP2 Suggestions & Development Discussion
Is the context here not that the relevant droptanks aren't attached to decouplers, nor attached to things that are functionally identical to decouplers but are given different names for the sake of convoluting the game?