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Bej Kerman

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Everything posted by Bej Kerman

  1. oh you're so right, nothing seems out of place in ksp2 where i wouldnt say that for ksp1 The exhaust trails are a massive sore thumb. Even waterfall, as far as my experience goes, doesn't offer anything better than KSP 1 for the SRBs. KSP 2 though, the devs aren't gonna release a $50 game and forget to implement plumes for everything Not a jab at the Waterfall devs ofc, I know how hard they work on the mod. I am simply making the point that KSP 2 will most definitely blow modded KSP 1 out of the water
  2. Cool! Nothing wrong with having fun with even the most horrifically discombobulated games KSP 2 has a clear visual style that I don't see in KSP 1, modded or vanilla.
  3. Oh I have. They're incredibly light on details. Which is fine, that's their choice. I just don't really see anything here to get excited about. So multiple vessels consisting of dozens if not hundreds of parts not killing framerates because the game is utilizing multcore processors we've had for decades, a clean UI design that makes sense, no longer having to do those smegging milk runs, etc etc. doesn't constitute an improvement over KSP 1 to you. You do you buddy, I'm just saying, KSP 1 is a truly awful experience if you're dabbling in rockets that are any bigger than one pod, one tank and one engine, and I just personally can't make sense of the idea of foregoing KSP 2 in favor of a game that's outperformed by Sonic 06 and requires at least 50 mods to even approach a state of feature-completeness, and unless you ignore every dev post we've seen so far, KSP 2 is definitely coming to EA in a feature-complete state compared to the unbalanced, horrifically feature-light mess KSP 1 has been for the better part of its history.
  4. So you've not read a single dev post, I assume?
  5. It should be in the toolbar, to the left of the staging reset button.
  6. They are also aiming for a proper visual style, not the trademark cobbled-together realistic-ish look you get from visual mods.
  7. Hm. I don't see why the mod by default doesn't let you use it anywhere else.
  8. If people are fine with KSP 1 and its near-endless list of missing basic features, I doubt they're going to have much to complain about when KSP 2 comes out with such basic features as non-impulsive maneuver nodes, persistent thrust and automated supply routes. Anyone who complains about KSP 2 on launch will have never had to deal with manually refueling vessels, going back and forth 50 times because Squad couldn't be doing anything more ambitious than figuring out how to implement the most cliché mods in the most mediocre way possible. A precise maneuver node that's so tiny in the bottom left corner of my screen (as opposed to being in a repositionable independent window like in the mod it leached from), so tiny it's barely any nicer than just aiming the camera, is nice and all but it isn't shaving the hours off my mission time doing redundant undock-land-mine-redock runs. The only think KSP 2 isn't doing that KSP 1 with 50 mods is, is eating enough paged memory to more than make up the size of the game itself on your disk. This happened with KSP 1 because it was a mountain of spaghetti code built on a base that was meant to be a 2.5D glorified mobile game. It's not hard to beat low standards. It won't happen with KSP 2 because the developers are actually making a space game and not just an imitation of one.
  9. Because Squad being Squad, they fired nearly everyone and had to start leaching off the modding community for ideas. Not that these were a bad idea to implement into stock, but Squad really couldn't be bothered going beyond a barebones implementation for these. No suicide burn timer such a long time after they implemented the reusable booster scenario in the scenarios menu is just, wow. No words. Anything's good. I look forward to never having to ask mod devs why their mod's not doing anything when said mod should have been in the game from the getgo. I mean, Sonic 2006 was a better game than this. At least each redundant loading screen wasn't putting dozens of GB onto your hard drive in paged memory. Only reason people don't play Sonic 2006, and are in fact quick to label it the worst game in history, is because there are alternative platforming games - if Squad had any kind of competition whatsoever, KSP 1 would have received the same kind of scrutiny such anticlassics as Sonic 06 recieve and would probably have died before release, but not before spending most of its life on life support like Elite Dangerous is right now. It's only thanks to a lack of competition and a decade of Stockholm syndrome anyone likes KSP 1, as opposed to hesitantly playing it because there's no better options, besides SimpleRockets 2 and its abhorrent RNG-esque auto-staging forcing me to reorganise everything all over again whenever I make the slightest change to my ship. But I digress and have been told I have a very digression problem by my therapist whom I began visiting shortly after trying to get back into KSP 1 this month... trajectories would be very nice
  10. What criteria must a vessel fulfill for the "Start Tracking" button to show up?
  11. Don't forget the people that want the game to run properly on a state-of-the-art PC
  12. You don't think it's because the mission plan comes after the plot?
  13. 7/10, too much water 0/10, KSP 2 didn't follow other games in the pursuit of vapid realistic graphics
  14. You mean like KSP 1 after 5 years of development and 5 years of "we fired all our developers and have nobody to come up with ideas, which mod do we implement in a mediocre fashion for this update"? EDIT: Whoops, offtopic. I see my notifications and don't check which thread I'm in before presenting my rebuttal to whoever's complaining about KSP 2 this time. Will be careful from now on.
  15. Cosine Loss XII, you are cleared for takeoff Love the story. A bit rough around the edges but the central premise is fascinating. Please keep it up!
  16. A utility weight would only spend the same surface area as just adding another thermometer.
  17. Yep Not sure how Cygnus is having this problem in the first place; the evil End Flight button was removed back in 0.21.
  18. KSP isn't even a pre-alpha compared to KSP 2. "Early Access" is just comparing KSP 2 as it is now to its planned final state. I guarantee you KSP 2 on day 1 will be ten times better than KSP 1 has been through its messy history. You mean bugs, crashes, horrible memory usage, and the lot? If you know a mod that can handle automated supply routes across dozens of ships and colonies, a mod that does non-impulsive maneuver nodes that cross SOIs, a mod that divides KSP 1's playable area into grids so that floating point errors don't destroy the KSC upon returning from an interstellar trip, and most of all, a mod that calculates physics using multiple cores and has LODs so that multiple massive vessels loaded at once don't break the game, feel free to tell me where you found them. There's no amount of mods you can add to KSP 1 to fix all the underlying problems and make something half-playable. A. KSP 2 isn't going to be "patch something together until it works". Actual developers are working on it. You had to relearn KSP 1 three times because it took the developers several years (0.7.3 to 1.0 - the FAR mod existed for a majority of the game's pre-1.0 history!) to realise that maybe actual aerodynamics in an aerospace simulation game might be a good idea after all. You won't have to relearn KSP 2 three times because the devs weren't descended from a company that A. had nothing to do with software, and B. whose existence was virtually undocumented before KSP's history. All the tutorials you see should apply the exact same, from the beginning of the roadmap to the end, save for the ones teaching you how to exploit bugs, a software phenomenon Squad didn't bother dealing with until KSP 1's bugs tracker got too big to fit in a large novel. B. If you think KSP as it is now could be described as anything approaching "playable" or "complete" (which it isn't), then I don't get why you wouldn't consider KSP 2 to be playable from day 1. "Early Access" is just a title, and frankly, avoiding Early Access titles just because they have the tag "Early Access" in spite of evidence suggesting that the game is going to be fairly solid from the getgo just sounds arbitrary to me. If you decided whether you were going to play KSP 1 based on its actual development progress and not just which versions are labelled beta and what's labelled release, then I suspect you would have never done so much as touch it.
  19. So I don't waste useful surface / area on a lander probe core. A parachute is big and heavy and I only need to place one and put science experiments and small lead utility weight opposite. It's a design tool. I don't understand how using 2 antennas would be any more wasteful than one antenna and one weight.
  20. That's actually a very good point! Making sure clouds correctly interface with solar panels is probably a higher priority than making them look any better, which probably isn't a goal in the first place because hyer-realism isn't what Intercept should be aiming for here, it's making sure that there's a consistent art style that the clouds respect. To take Outer Wilds for instance, its clouds (attached below) can hardly be described as realistic, but it works very well with the style of the rest of the game. I'd anticipate that super realistic clouds like what's demonstrated in the impressive upcoming volumetrics update of EVE, not to say anything bad about it, would only serve to make KSP 2 look jankier (for a lack of a better term). It'd have the same kind of effect on KSP 2's art style that KSP 1 had when Squad started, but never fully committed to, revamping all of the parts.
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