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Everything posted by Bej Kerman
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THE SPACE SAUNTER - Racing to space in a time of peace
Bej Kerman replied to RoninFrog's topic in KSP1 Mission Reports
Would they? -
All the other delays happened before a solid release date came. We've got a solid release date now, which we wouldn't have if the game wasn't in a good state. There's also no more lockdowns and the game's already went through its increase in scope. If you're going to be pessimistic, then it's probably best to have some actual evidence that supports your pessimistic outlook
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How is KSP 2 going to handle long duration manned missions?
Bej Kerman replied to Luriss's topic in Prelaunch KSP2 Discussion
No sci-fi tech will be in KSP 2 from what the devs have said. Er, your assumption of how it's going to work leaves a bit to be desired. We don't know how the devs have done it. -
But a light year is defined by the time it takes for the planet (specifically the planet whose species is so concerned about the speed of light) to orbit the sun, and in the Kerbal universe a Kerbal's standard year, the length their calendar says a year is, isn't the same as an Earth year, and an Earth year isn't important to Kerbal physicists.
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ASET Props Pack. v1.5 (for the modders who create IVA)
Bej Kerman replied to alexustas's topic in KSP1 Mod Development
The detail in some of these IVAs is something to be reckoned with, and before this I had 0 time in IVA. The stock IVA models are just so bland and underutilized, and now I'm hoping desperately that KSP 2 is this detailed with its IVAs. My only complaint with this pack is with the GPWS... "Fifteen hundred One thousand five hundred" ... "Twenty-five hundred" -
Why? You already have gained enjoyment from the game for more than 250 hours. If it was recent, that would be one thing. When you buy something in a store, and a month later see it on sale, do you ask for a refund there? Next day, perhaps, but a month? 250 hours, at 40 hours per week, would be more than 5 weeks. Yeah. I bought it about a year ago. But I still think that I got backstabbed. Yes, Abel. You got "背刺" because the two pennies you pay for KSP 1 on its bi-daily sale paid for one game but not another completely different game made by a completely different set of developers. Harvester didn't even know about KSP 2 for a while, so it's safe to say that KSP 2 has about as much to do with KSP 1 as FNAF: Security Breach does with the FNAF games made by Scott.
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A bit dismissive to the lack of variety, no? One hotstage decoupler, singular, is just absurd for a paid DLC. For a paid DLC that comes with parts that should just be part of the America-centric stock game anyway, surely doing a worse job of fixing the stock parts selection than Restock+ shouldn't be expected. Yeah, you can make ugly Frankendecouplers and N1 tanks using struts and fairings and various hacky workarounds, but it isn't particularly pleasing to the eye. Hopefully KSP 2 has some procedural conic tanks to do N1 with, some NOT America parts for once, and lets you pick hotstage decouplers as a variant... for every decoupler. Why is the only hotstaging decoupler in KSP 1 part of the horrid 1.9m parts selection, again...?
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I think that's overblowing my expertise a bit. Quicksave files are extremely simple to understand in KSP 1 (the settings are written in plain English and the file itself isn't buried deep), and I suspect that in the pursuit of efficiency KSP 2 may not go with such a format. KSP 1 saves just describe your rocket in almost plain English as a list of parts which the game parses, and I guess there are ways to format saves that wouldn't take so long to read.
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If you disabled revert flight and are now circumventing the fact it's disabled, just turn revert flight on instead of running through hoops to avoid a challenge you set yourself. If KSP 2 saves are formatted anything like KSP 1 saves, you should just need to copy the entire thing and change the mode in the persistent.sfs header.
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Kerbal Space Program 2 Release into Early Access Feb 24th
Bej Kerman replied to Intercept Games's topic in 2022
Just ask a sandbox player. Or anyone who doesn't need artificially imposed barriers to have fun -
If you don't know their pronouns, they is fine. If nobody relevant to the grid of gender-ambiguous Kerbals complains about it and nobody was correcting pronouns and everyone behind the scenes was fine with they, then it was used correctly! Please stop complaining about how people (or fictional characters e.g. those Kerbals) like to refer to themselves, because that's exactly what you don't want to do. Don't object to how people refer to themselves if they are fine with their pronouns. Don't call certain pronouns "annoying and overused" because, well, I really don't have to explain to someone in 2022 why it's bad to target certain pronouns and, by extension, people's identities. It's possible to say that freedom of pronouns is good and make it clear that companies shouldn't be in it only for the money, but this isn't how. You only had to say "I'm on board as long the intern behind the monitor here is doing this for the community and not for the profit margin". If Intercept decides to go in the direction of Outer Wilds and remove gender from Kerbals entirely and this is just a breadcrumb hinting at that kind of decision, then I'm entirely fine with that anyway, and before anyone brings up boom events, there's no reason boom event reproduction has to be gendered ¯\_(ツ)_/¯ This had not come through yet when I was still writing this. Apologies.
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You paid for KSP 1 and got a decade of updates. Now you have to pay in order to play an entirely different game that isn't built on spaghetti code, with many times more content, new gameplay loops, and polish?? Buying KSP 1 wasn't a free pass to get everything else on Steam.
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What reason does this have to exist? KSP 2 is not built on spaghetti code. "60fps" and moderately sized rockets aren't mutually exclusive. Orbital mechanics doesn't even have a notable impact on framerate. So, difficulty
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I doubt the KSC is a colony or is made up of colony parts. Why would it be? It's on the Kerbin home world. And? It's a space center that you will be upgrading. There are different ways to handle that from perspective of both the game code and design. While it seems reasonable at first to just make it a colony to conserve the effort of re-implementing the build system for KSC expansion/upgrades, the fact that KSC has a lot of custom structures might make it too complex. E.g., I'm pretty sure runways at KSC aren't going to be built out of colony tiles, in which case, you wouldn't be able to expand these trivially. So the KSC might not be a colony for the purposes of how things will be built. Though, I'm sure a lot of the code and assets will be shared, so I have no idea how much of a distinction there would really be. Fair enough. But it will be weird if all the other colonies upgrade and expand in a dynamic-ish way while the KSC just sits there somewhat static with predetermined upgrade levels and runways that can't be expanded or cut down.
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Since there's no reason you'd need to store an interstellar vehicle in its entirety, I just figured nobody was talking about storing interstellar vehicles, rather just talking about storing smaller things Assuming we can put a colony right in the center of the KSC. Implying the KSC isn't a colony? It only makes sense that in KSP 2 the KSC will be a colony made from parts available to other colonies,
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This is the KSP 2 subforum
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...fine, I guess? Trying to do a reasonable amount of runs, like 15, even at the default iteration and population size, just causes the window to remain in its default layout without the information boxes ever showing anything or the map showing up.
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Large fuel cells for colonies
Bej Kerman replied to Strawberry's topic in Prelaunch KSP2 Suggestions & Development Discussion
What if we need power on the surface of a planet? -
Difficulty settings?
Bej Kerman replied to The Pilotman69's topic in Prelaunch KSP2 Suggestions & Development Discussion
A simple solution would be to let you put the starting KSC on any planet you like. After all, why not? I remember mods that move the KSC were all the rage at one point and KSP 2 is putting emphasis on letting you build your own space centers. You can put yours on the Mun for an easy start, or start on Ovin for difficulty's sake and work your way to exploring Kerbol and other systems. As long as the KSC is a default base and not a special static model like KSP 1, then I don't see this being too cumbersome to implement. Even better, if the KSC is handled as just another colony, then you could change how your KSC is kitted out from the start. I don't dabble with spaceplanes all that much, so save my soul if I ever dabble outside of sandbox, I could save funds not having a SPH in the first place. Even better-better, if you could start with just a root colony part so you don't have to go to the effort of dismantling your first KSC before building your custom one. -
Difficulty settings?
Bej Kerman replied to The Pilotman69's topic in Prelaunch KSP2 Suggestions & Development Discussion
Uh, no, it's just dealing with lower framerates and janky physics. That's not "difficult", it's stupid. So, difficult. As I explained -
Difficulty settings?
Bej Kerman replied to The Pilotman69's topic in Prelaunch KSP2 Suggestions & Development Discussion
Because that's not really "difficulty", it's just an exercise in fighting part counts as you need more delta-V. So... difficulty. Difficulty and challenge are two different things. It's not really "challenge", which is good, but it is difficulty, which tends to be bad. Pedantic rant over Also because you could make Kerbin very large undock the craft and shrink Kerbin, you are now in orbit This would require a quicksave edit to change locked-in difficulty values and you'd have to find your vessel's entry so you can change its state from landed and edit its orbital parameters to not encounter the surface or atmosphere, and at that point you might as well have just started from step 2 on a normal save -
I'd say the game was dead as soon as someone at Squad said "Hey, how well do you think KSP would play with a controller?". Dead on the drawing board
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