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KSP2 Release Notes
Everything posted by Bej Kerman
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The theory is that the minimum spec required to run a demanding game like Cyberpunk should be enough to run pretty much any game that is less demanding, like KSP 2. So going for that level of hardware would ensure a decent experience over the next few years. "You'll need a computer powerful enough to run 90% of games" doesn't exactly narrow things down or serve as a benchmark for KSP 2.
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Okay, can you guide us through the logic you used to determine that Cyberpunk could be considered anywhere close to a good benchmark for KSP 2?
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The bearing on gameplay is so negligible that there really isn't much of a reason to hide it in the cheats. The benefits of letting players give themselves a good representation in their save very much outweigh whatever non-existent cons there are to letting players customise their Kerbals in a normal no-cheats save.
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I use the engineer's report quite a lot, thank you very much. Anyway, if nobody uses it, why would they use a different thing with the same functionality? You're assuming people don't use the engineer's report because they make the conscious decision to not use it, which is just incorrect. People don't use it because it was aptly placed in an obscure corner of the UI, probably by an underpaid intern at Squad that was given the feature and told to pick somewhere to shove it.
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Various works from Delia Derbyshire and the Radiophonic Workshop
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Why is Life Support missing on the KSP2 Roadmap?
Bej Kerman replied to Vl3d's topic in Prelaunch KSP2 Discussion
It's not rational to call the side-picking crazy after picking a side. -
The problem with KSP 1 is that you need 64 gigs of ram and a banging processor to get it out of the early 90s in terms of graphics and to be able to do anything slightly ambitious with rockets without pushing 2fps. That, and even if you do get your modpack to run nicely, it's still going to look like a somewhat ugly mash of different assets and features because that's exactly what it is. KSP 2 will have all these features properly integrated within each other and have gameplay loops built on top of them. You can't have that with KSP 1, no matter how good you are at building modpacks.
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Interstellar shield or aerobraking shield?
Bej Kerman replied to GoldForest's topic in Prelaunch KSP2 Discussion
Educated guess, disintegrate the shield at the front that's only meant to deal with the one atom per cubic centimeter of interstellar space, then disintegrate the rest of the now unshielded ship. -
Why is Life Support missing on the KSP2 Roadmap?
Bej Kerman replied to Vl3d's topic in Prelaunch KSP2 Discussion
And time in this sentence is just a fancy word for "meaningless construct" without resources that pose a time constraint and give the word time a proper meaning. You can only properly represent interstellar distances with life support and, as I've suggested before, having tech trees take time to sync between colonies that are so distant that c presents a problem. -
Why is Life Support missing on the KSP2 Roadmap?
Bej Kerman replied to Vl3d's topic in Prelaunch KSP2 Discussion
Games still need balancing, that's what I want you to acknowledge. Having to build interstellar scale rockets with enough resources to last generations won't work if you can just strap a pod to a load of high tech engines and use timewarp. Try to see it from both sides instead of cutting the other side out. -
Why is Life Support missing on the KSP2 Roadmap?
Bej Kerman replied to Vl3d's topic in Prelaunch KSP2 Discussion
And you're comparing apples to trapezoids here. The context of my post, which you missed and failed to include in your response, was that this is a VIDEO GAME, not real life. Still applies. Can't make a well-balanced space exploration game about interstellar travel without "How long until these things die without food or water" -
Why is Life Support missing on the KSP2 Roadmap?
Bej Kerman replied to Vl3d's topic in Prelaunch KSP2 Discussion
"Space exploration" is "How long until these things die without food or water" -
Why is Life Support missing on the KSP2 Roadmap?
Bej Kerman replied to Vl3d's topic in Prelaunch KSP2 Discussion
The Mk2 Cockpit is not present in the roadmap despite being seen in earlier screenshots. Does that mean it's not appearing in the game at all? If life support is appearing in KSP 2, it will most likely be a basic feature present from day one that is not worth using to pad out a timeline for more important things. -
The point of some of these engines is that they let you do constant-burn trajectories between planets. It's like telling the Sims that buildings and skyscrapers skew the sense of balance because they're so much more advanced than little cave dwellings, or that Besiege feels skewed in terms of balance because your machine does all of the killing without a single fist having to be thrown. It's the point.
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Will youtubers and such get the game earlier?
Bej Kerman replied to SpottyList35's topic in Prelaunch KSP2 Discussion
That's a new one -
Interstellar shield or aerobraking shield?
Bej Kerman replied to GoldForest's topic in Prelaunch KSP2 Discussion
Yes -
Developer Insights #15 - Writing for Kerbal Space Program
Bej Kerman replied to Intercept Games's topic in Dev Diaries
Yes -- I always love a dev team that can admit things like this -
What happened to KerbalKon?
Bej Kerman replied to Singhnaut's topic in KSP1 Suggestions & Development Discussion
Please elaborate Confused -
KSP 2 Multiplayer Discussion Thread
Bej Kerman replied to Johnster_Space_Program's topic in Prelaunch KSP2 Discussion
Like they've always worked in DMP, excellently and with very few problems.- 1,629 replies
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KSP 2 Multiplayer Discussion Thread
Bej Kerman replied to Johnster_Space_Program's topic in Prelaunch KSP2 Discussion
Even though a solution already exists that DMP has been using for years? Subspace bubbles. Beats quitting MP altogether after three days because you don't have the time or patience to run missions that are literally, by the dictionary definition of literally, years long- 1,629 replies
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Smaller universe to make trips shorter =/= letting you turn off gravity with wibbly devices so you can make your ships look goofier with no dV expense
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Perceived problem: the game is too realistic ACTUAL problem: no digestible information on troubleshooting designs
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No it isn't. Noted and disregarded.
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Accessibility does not have to go against realism. May I ask that we see less black and white fallacy here? Goofiness takes a backseat to realism.
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There's no room for the tapes here. This is overdoing it, and thus making the thing harder to read, especially on a high-res monitor.
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