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KSP2 Release Notes
Everything posted by Bej Kerman
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Assuming there is one, even if you have to rebuild stuff. If you've already tested and successfully flown your rockets in KSP 1, then it should just be a matter of copying what you did in KSP 1 and weeding out any rebalancing problems due to it being a completely different game. That shouldn't be anywhere near the headache designing a craft from scratch would be.
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The Colors of Planets are Less Interesting
Bej Kerman replied to mudkipboy7's topic in Prelaunch KSP2 Discussion
Indeed. Colours are nice, but when overused, they lose their novelty fast. -
Looks like you've got some catching up to do Methane + oxidizer is now the go-to fuel for the NASA-era rocketry in this game.
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Oh GOODNESS no. This is precisely what made the KSP 1 UI such a mess, scattering anything and everything to fill the sides of the screen. The entire purpose of putting everything in one corner is so that your eyes don't have to dart around for readouts. Sometimes leaving empty space is a good thing! Negative space is sometimes just as much a UI element as the UI itself! Please pardon the misread. I recognise you said "navball" and not "screen" now. Still, an illustration would help define what you mean by "edges of the navall" seeing as the atmo and climb readouts are already there. Atmo pressure, I can half-understand. Climb rate, it's perfectly fine there. Right next to the navball like it is in an airliner.
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100% agreed. The player shouldn't have to go beyond the flight view for information that doesn't pertain to their mission plan.
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I assume most mods, given KSP 2's extended moddability, should properly integrate themselves into the game rather than be some BDB Big Dumb Button sitting in the corner (again, compare Kerbal Engineer dV readouts with stock KSP dV). Either way, I'm guessing this is going to be an interactive UI element, and would be a convenient way to switch scenes quickly. Actually, this is probably one of the more underrated changes KSP 2 made. In KSP 1 it was a function with 0 presence in the interface, 0 presence outside the keymap. It's easy to say "it's just one key!" when you've got 4/5 years experience behind you, not so much when you are still learning the game. Besides, the GO button holds the total dV readout, which I'm guessing you'd like to be on-screen at all times. Lopsided would be my chosen descriptor. No space is saved, the navball still extends sideways as much as it did before being adjusted, plus or minus some pixels.
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One of the big things KSP 2 will do is make massive vessels accessible. Making behemoths with dozens of km/s of dV shouldn't require you take a class in tolerating physics delta and Kraken attacks anymore, plus timewarp, non-impulsive nodes and reactors will give players a much, much bigger incentive to use ion drives for things besides probes.
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Also note that the IVA view shows empty seats now I wonder how that'll scale for vessels with dozens, if not hundreds, of spaces for Kerbals.
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It's rather easy to see it was edited in post.
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KSP 2 also has a part manager that lets you bring up a part's properties without needing to click on the vessel, but we'll see.
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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.