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Bej Kerman

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Everything posted by Bej Kerman

  1. KSP 2 has colonies, and there's no reason the KSC can't just be handled internally as another colony. The launch tower could just be a decorative item you can place and move to your liking.
  2. It's also worth saying that you can't jump into these things straight away without seeing significant roadblocks. You had to go through primary school before you could start with high school, you had to start with 1+1 before you could move onto algebra, etc. If you don't put some time into stock KSP so you can get your head around how orbits behave in the first place, you're going to have some trouble concerning yourself with things like limited ignitions, fuel boiloff n stability, life support, etc.
  3. I don't understand? SpaceEngine's planet editor is integrated into the game.
  4. Yes, but we would advise you against this if you don't have any experience with anything.
  5. Don't launch towers have completely different uses to launch clamps? You can't deliver a crew to the command pod using a launch clamp. Presumably, if the KSC is dynamic like colonies, you'll be able to move it around, or opt for no launch tower at all.
  6. As great as having an actual game made out of KSP is, it's horrifying to think now that there are now (or, for the past half decade) old-men-in-suits who have control over how KSP 2 is managed.
  7. I think a good compromise would just be for the game to reload the planets straight from their associated files when you ask it to. You don't have to sink time into relaunching the game whenever anything changes, which can be annoying even for programs that load quickly (like SpaceEngine). The UI you have on top of all that is just sugarcoating for people who otherwise would be discouraged by configs and editing maps - it doesn't make the learning curve any easier, it just gets them to start climbing and reduces the time they spend thinking about how big the climb is. The sole benefit I can see for an in-game UI editor is the ability to account for projection distortion near the poles of whatever planet you're creating terrain for. And console accessibility, maybe.
  8. They're just saying, an easy-to-use UI doesn't at all affect the skill curve you bring up in your post. That much is evident from Portal 2's puzzle designer. Doesn't matter if someone uses the in-game puzzle designer or a level editor like Hammer, they still have to put the same thought into the basic concept they are building their puzzle off. Same will apply for planets. That being said, I think this would be a good way to bring custom planets to console. Console players are missing out otherwise.
  9. And in a racing game that would have been unforgivable. KSP1 is an orbital mechanics "simulator" (that's a stretch I know). Everything else is almost bare minimum, and secondary to the goal. Given the blistering speeds real rovers achieve it's a little more forgivable. FYI, 0.19 released back in 2013. That's a decade of opportunities to fix wheels. "it's a little more forgivable" isn't really saying much,
  10. A substellar object. A gas giant. For most intents and purposes, a planet. I can also argue that maybe KSP 2 will have alternate means of detecting dark bodies like transits. Point being, equating rogue planets to unrealistic is a leap.
  11. All I want is for this game to sell well. It's the only thing that can help us have all the features we wished for in the future. You'll see prerelease marketing when the game gets to its prerelease stage.
  12. Oh noes, the trauma of having to focus on something other than KSP 2 to keep yourself occupied.
  13. It's not a 24 hour period. The warning pops up and goes away within hours.
  14. I think you are vastly overestimating how much help quicksaves are for a task that is literally best suited for a robot. If you can dock a spaceplane to a rocket that's travelling through the atmosphere at supersonic speeds and accelerating upwards at 2g, and maybe post the recording here for everyone to witness, next drink is on me and I will take the idea of a manual skyhook docking seriously.
  15. But, just like in the real world, you'd have barely a second of error margin to deal with. If you're too late, ten too many centimeters to the right, etc. the docking port is going back to space without you. An autopilot sounds somewhat necessary for the idea unless you don't mind having it happen in the background.
  16. Just because you don't like the sound of it doesn't mean everyone else will hate it.
  17. Also called skyhook for those who were expecting something aircraft-related from the title
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