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    Junior Rocket Scientist

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  1. There was a KSP1 mod (I think it broke at some point) that would replace the planets with little fuzzy blobs the farther they were until you visited them or you observed them with a space telescope. You realize our 'best' image of Pluto, for the longest time, was like a 15x15 pixel sloppy mess, right?
  2. It could stand for maybe a bit more green but honestly I prefer what they did with the planets, over the extreme palettes of KSP1.
  3. My point is that they didn't do anything new, and as near I can tell, from what you said, the entire decision was based on the demands of the extreme core fanbase (who were going to buy the game anyway), not because they wanted to make a new, interesting game with new, interesting design as a new, interesting installment. I'm willing to bet one of the real answers is that by copying the same lego design, it allowed them recycle the same art assets (which they CLEARLY did).
  4. Probably right around the part where we've seen KSP 1 utterly disintegrate when you add lots of parts and thus, the 'lego' style of design and implementation into Unity rapidly brought the entire game to the brink of self-destruction? Lego parts has enormous consequences for more than just design. OP literally complained instead of making KSP 2 they just remade KSP 1. You are severely twisting words here. The part of the complaint about "Modded KSP 1" is the KSP 1 part. Also I don't even consider it 'modded KSP 1' given the volume and complexity of the mods I use.
  5. I don't interpret this as "dumping" on KSP 1, but rather, pointing out that KSP 1... was what it was. A brief look at what the mod community did and how popular certain mods were should have been enough to identify that the game had shortcomings or design that had more potential, and the mod teams stepped up. I look at it like Skyrim... unmodded Skyrim is a world of infinite possibilities, right up until you figure out what you're doing in the game, and then you run into the 'borders' of the game design pretty quickly. Modding fixed it up tremendously, but there's always a certain argument to be made that Bethesda really shouldn't have shipped or developed certain things in a certain way in the first place. I think one of the most embarrassing Skyrim features was the stupid 'puzzle' spinners. They weren't puzzles, they were idiotic. Bethesda should have either cut them from the game or actually put in real puzzles, but instead they left a half-assed feature in. KSP 1 was cobbled together by like three different dev teams across what at this point may as well be multiple different engines, went through several massive changes in scope, and a decade of active development. The point of a franchise sequel in a non-story-based game is to really build on where the first entry stopped. Not just... rebuild the exact same game again, even down to recycling the model parts even for parts that were pretty terrible in the first place (Mk. 2 Lander Can, LV-909, etc.). A sequel is exactly the time and place to take where the boundaries of the first game lay and build them further out. Like imagine it had been years since something like Satisfactory came out, and then they were like 'Satisfactory 2!' and it's literally just the first game on the same land mass but with new graphics.
  6. Well, I don't know, the point of the thread is that they were far too attached to 'how KSP 1 did it'. Nobody who is into KSP 1 is going to NOT play KSP 2 if they came up with new ways of using parts beyond the 'lego' model. There's other options that don't have to limit creativity. Being able to procedurally shape and design rockets is an option. I don't know, but there's always new things you can do with technology to enhance experiences. Who among us is seriously going to say that four fuel tank length options was somehow a superior system to a procedurally-sized one? Given the popularity of the procedural tanks mod, apparently not many. I dunno how long you've been following KSP, but do not forget that something like the Delta-V calculator was literally opposed to by the original dev team because they thought running out of fuel en-route was "Kerbal".
  7. I confess I'm thus far highly unimpressed with KSP 2. I also will say I followed literally nothing, I saw the teaser trailer however long ago and that was it. KSP 2 is like... KSP 1.5. Honestly the most shocking is that it looks like they straight up copied the same parts from KSP 1 and gave them a new coat of paint. I was at least expecting a lot of vanilla inspiration and implementation of established KSP 1 mod features, like having modular service bays vis-a-vis Universal Storage 2, or even do something completely different from the 'snap stack parts'. Also I agree that Unity was a mistake. Unity is very easy and cheap to work with, very moddable too, but I've literally never seen a Unity game that grew bigger than 'indie game side project' and didn't completely fall apart. KSP 1 already felt like it was pushing the absolute limits of what Unity could do, and it didn't take all that many mods to suddenly run into major problems with the engine.
  8. Breaking mods and save games with the miserable excuse of fixing a years-old tutorial bug that could've been done by anyone in about six minutes, just so they could inject this godawful launcher and presumably shill tons and tons of DLC for KSP2 and mine our data is the problem. Not 'an extra click'. KSP is a decade old, but I guess what we really needed after all these years... was a launcher. Wow.
  9. What am I supposed to do with Thermal Power? I have four NERV engines that become totally inoperative when they saturate with ThermalPower. I'm not talking about waste heat, I have radiators for that. But when I throttle the engine down, ThermalPower spikes and NEVER goes away. All I have pieced together is that there's parts that use 'thermalpower' for fuel. Yeah except I don't care, I don't want them, I don't need them, and I don't even know what we're talking about here, or if I even have any unlocked. I've been using hyperedit to drain the worthless resource but seriously is there no way to dump it? Also why can I activate my NERVAs twice? It doubles the power output, which is cool, but pretty sure it's not supposed to be happening...
  10. I have four nuclear engines and they keep accumulating ThermalPower. Once it saturates, the engines become worthless and won't work. Warping for some time did nothing to sink it. In fact I think it went up. I'm not talking about Waste Heat, my four ginormous radiators handle that.
  11. I just noticed a flaw in Kerbalism's life support. Greenhouses consume water, but the water is lost forever. Which makes no sense. The water is still there, it's just locked inside the plants. The water would be recoverable two ways - first, Kerbal digestion of the plant matter. Second, you can make a slurry and break down the inedible parts of the plants. However, instead, all water into a greenhouse is lost forever.
  12. I have one problem, and one ask, with PCR. The first is that unlike other IVAs, PCR seems to not be immune to the 'c' key being pressed when other windows have focus, ie: renaming a craft. If I'm typing the letter 'c' while renaming, it pops in and out of the control room. It's minor, but annoying. The second, is, what does it take to upgrade the JSI panels to MAS panels? Would be nice to expand the screen options on the three control stations to include all possible MFDs, like the MAS ALCOR MK1 and MK2 screen as well.
  13. Before I get too deep into logs and all that, maybe I'm missing something obvious: Chatterer works totally fine for me... EXCEPT the environmental sounds... they simply don't play anything. I get the beeps, the bleeps, the boops, the voice chatter, breathing, airlocks... but nothing on the AAE effects. No, 'only in IVA' isn't checked (it doesn't work in IVA anyway). I am using Rocket Sound Enhanced, messing with it doesn't seem to affect anything, but, could it be causing some conflict?
  14. Sounds good. It looks like MAS itself was handling compatibility with VDS cams, so I left a message over in that thread about expanding compatibility.
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