Jump to content

Bej Kerman

Members
  • Posts

    5,017
  • Joined

  • Last visited

Everything posted by Bej Kerman

  1. 40k would be the best sci-fi universe ever written if there was no Warp and all the religious aspects were realistic. But that's a discussion for another day.. That's just your opinion
  2. Not necessarily. Hard sci-fi is only better than soft if you've conditioned yourself to get annoyed whenever something isn't as realistic as you envisioned. One isn't better than the other; you can have FTL and rich worldbuilding in the same thing, it happens all the time. Star Wars? Warhammer 40k? Even The Expanse has offbrand stargates to sidestep interstellar travel. The devs have already confirmed that this will not happen.
  3. Oh definitely. I can guarantee the video you linked was sped up by 500x to achieve a bearable framerate. Fortunately, KSP 2 is being developed by developers
  4. That's definitely stock. Persistent thrust without persistent heading (and consequently, persistent rotation) would be somewhat useless.
  5. The insane thing is that people managed to make a GAME of all things take up that much RAM. KSP 1 is unhealthy. KSP 2 isn't the same game, though. We'll just have to wait and see how it offloads game data that the devs didn't make. While things like ascent guidance feel somewhat invasive by tearing control from you, stock SAS doesn't let you force roll or become parallel to a target docking port as opposed to facing it directly, nor does it let you fix a specific heading and attitude like Mechjeb or the old (sometime before 0.20) point-and-lock SAS did.
  6. You're right, though, but there are more fins at the bottom than at the top and the thing at the top will contribute a lot to shifting the CoM higher than the CoL. The fins are probably there so when the ship turns, both the top and bottom are encouraged to rotate by aero forces. I can't say if it's more efficient or not, though.
  7. It'd just be kind of a bad apple to get while listening to all the other tracks.
  8. And that was only to get to the space center, from which two more scene changes would be needed to take control of another vessel
  9. I only play this... this... this pile because literally the only other alternative is SimpleRockets 2 which itself is light on features and only seen as ambitious because SimpleRockets 1 was Baby's First (2D) KSP, complete with such planet names as "Smearth" and "Smercury". The only thing SR2 has going for it is an implementation of persistent thrust and the ability to orient yourself under timewarp. Other than that, it's incredibly plain and the autostaging isn't much better than what KSP had back in 0.7.3. I'm sure you can see why all the "what's the point of KSP 2 EA if Modded KSP 1 has more features?" absolutely baffles me when it's plainly obvious KSP 1 would have died way before 1.0 if there was any real competition in the casual rocket science genre. Even without the Put-Put engine, KSP 2 is going to more than blow KSP 1, modded or vanilla, way out of the water. Even if it's a little sloppy on launch, it will simply not be the "takes up 3x its own size on HDD in paged RAM after 8 scene changes, most of which are redundant a la Sonic 2006 because Squad couldn't be bothered coming up with a better way to switch to the VAB without reverting than an intermediate scene" kind of sloppy. Just to reiterate, you can see why it baffles me that people don't want to look at KSP 2 and all the optimizations it has, just because some bells and whistles will have to be waited for.
  10. You mean the stock wheels? An A320 should not explode because it was descending 5fpm faster than the suggested landing speed, Squad
  11. For a simple 50m long nuclear mothership, you're already looking at this. Squad bothering to implement fuel switching so you can have bigger liquid only tanks could have already saved a lot of fps and sliced the part count by 4. But then again, when the bug tracker calls out and extremely simple suggestions are made that could save a lot of headache, Squad just plugs their collective fingers and yells "lalalala!". That's on a good day! If you're unlucky, the planet will disappear entirely, and maybe the infamous Hell Kraken will pay a visit
  12. Preach! I don't get the stigma around the EA structure. All these QOL improvements from day one will make the experience a million times less painful, in addition to having a dev team that's much less likely to outright ignore game-breaking bugs like Squad did. I don't anticipate that Intercept will ever end up in a position where even Shadowzone, coinnoseur of big Krakenbait rockets, has to beg them to pay attention to the bug tracker. You know, having actual developers on the team and all
  13. That's literally impossible. It's an entirely different game.
  14. They said most star systems are binary. They never said all star systems are binary
  15. Sonic 2006 was a better game than KSP 1, especially modded KSP 1. Intercept doesn't have a high bar to clear. To be explicit about my position, mods don't do any good (definitely not as much good as you think) and I've never found a set of mods that didn't add 10x more jank to the game than the amount of features they added.
  16. The product you shipped is still better than if the same game was built off a base best suited for barely a mobile game and patched together into a half-playable mess using mods that are janky in their own right
  17. KSP 1 was made by a company that virtually didn't exist and didn't dabble in software before Harvester showed up, and modding turns it from a buggy game with no features into a borderline unplayable game with moar bugs. KSP 2 is being made by developers, so I expect it's going to run better than KSP 1 could ever hope to run.
  18. That can still technically be a mod. Probably is somewhere out there. And in the early access, enough of the things are unfinished, unpolished, or even just not implemented yet, where you can get to the same state by modding up KSP. The difference is in how all of these features come together in the full release, because while yeah, individually, pretty much every feature can be a mod, you're not generally going to get all of these mods working together as a coherent whole. This is what's really going to set KSP2 apart from just modded KSP. And it's hard to say where we'll get past that qualitative difference, but I suspect it won't be day one of early release. I think you're overselling mods a lot a bit. With KSP 1, you either have a barebones game lacking many critical features, or if you go down the route of using mods, you have a patchy, even buggier mess that also runs badly. The thing that sets KSP 2 apart from KSP 1 is the fact its bug tracker probably won't take up more space in physical form than every edition of the Encyclopædia Britannica, and that all these critical features KSP 1 didn't have will be made by a cohesive team and not dozens of different people who can't account for each other's ideas on how to structure a feature; you've heard the quip "this game looks like each dev was put in a different room and had no way to communicate with the others" before, well that's the only way to describe modded KSP 1. That's all besides the fact that by the time you've modded KSP 1 to not suck (as much), you're inevitably going to run into a bug that either breaks the game, or looks worrying enough to seed in the back of your head the idea of ditching your current save.
  19. Trying to seriously get into this game always results in disappointment. Buggyness and terrible performance in general always leads to me scaling back my ambitions until I am left thinking "why am I still playing this?". Kudos to the people who can play this game for more than a month and not think "wow, this is worthless". I mean, the frequent sales selling it for next to nothing is rather telling to me.
  20. In early access, absolutely, and you're welcome to skip it. Early access is never meant to be a complete, finished product that will be right for everyone. And we're just going to ignore the immense optimization and tools Squad would have never given us, like non-impulsive maneuver planners?
  21. If you crash into the metallic part, it doesn't say anything special in the mission report window, does it?
  22. I just don't share the same urge to be the first in whatever I'm doing. I don't let the thought of (absent from the game, but no doubt canonical) animals walking around Mount K2 diminish the achievement of managing to drop a Kerbal on it and plant a flag there, all while making sure the aircraft they jumped from doesn't leave the Kerbal's physics range until they've landed and can safely be left. There's undoubtedly a fine line to be drawn. KSP 2 shouldn't overstep whatever stories the player comes up with, but at the same time there's still room for some storytelling. The story could just be an elaborate easter egg, as long as it's something that can be ignored easily.
×
×
  • Create New...