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KSP2 Release Notes
Everything posted by MechBFP
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KSP2 shouldn’t need Sandbox (or maybe it should?)
MechBFP replied to Pthigrivi's topic in Prelaunch KSP2 Discussion
Asking someone who plays a "sandbox mode" whey they would want to do that is definitely missing the point of why a sandbox player plays sandbox. Also you are bold to assume the save files will be editable at all, or easy to do so. -
The confusion comes from interrupting things from KSP 1 and assuming it applies to KSP 2. Try to remember they are completely separate games and that anything from KSP 1 could be changed in multiple ways or may not exist at all.
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I think it is fair to say it likely going to be E anyway in the end. it is KSP after all lol.
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Props to those who prepared this one, lots of little details in this small video aside from the engines themselves.
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UI representation of constant acceleration
MechBFP replied to nsgallup's topic in Prelaunch KSP2 Discussion
Having to manually plan correction burns mid flight is frankly pointless busy work for the player, it serves no gameplay purpose since it is solely the result of inaccurate controls in KSP 1. I can almost guarantee you that whatever solution they implement for planning and burning won’t make that manual step necessary. -
UI representation of constant acceleration
MechBFP replied to nsgallup's topic in Prelaunch KSP2 Discussion
At interstellar distances even the slightest error in a trajectory will cause your ship to be millions of kilometres off course. Even interplanetary brachistochrone trajectories will have major errors if the acceleration is even slightly off course. As such I suspect those situations won’t be handled like regular interplanetary trajectories at all -
There is definitely something coming soon, I can *feel it* in my gut.
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Massive speculation on the original scope of KSP2.
MechBFP replied to Strawberry's topic in Prelaunch KSP2 Discussion
You know someone is still going to timewarp millions of years and be disappointed right? Would be amusing if they actually added that as an Easter egg though. -
Very few players of KSP1 ever launch more than 1 mission at a time, so this of little surprise.
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It hasn’t been discussed yet so there is no answer.
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Unity 2021 LTS brings KSP2 closer to release
MechBFP replied to Vl3d's topic in Prelaunch KSP2 Discussion
Less important to who exactly? Lol. You ever heard the phrase “the devil is in the details” and other related idioms? The details are literally always important in everything. -
Regularly in fact. Personally I haven’t followed a game that isn’t considered “indie” with this type of community engagement since Bethesda was developing Morrowind. It is nice, so enjoy it while you can if that is your thing because it certainly is a rare and short lived commodity.
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The goal is that they think by stating a bunch of stuff that obviously isn’t going to be in the game that they are going to trick the developers into providing information that they wouldn’t have otherwise. I see this game played all the time for games in development. It never actually works lol.
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I wouldn’t necessarily make that assumption.
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Deriving expectations from nothing is a fool's errand.
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Looks good!
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Yes exactly, you nailed it.
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I guess that sucks for new players then. In either case they are starting with unfamiliar lands. How very sad.
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Ask real questions instead of rhetorical ones if you actually want an answer.
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Salavage from the crashed mothership, local mining, etc. Surely you have somewhat of an imagination that you can think of some of this stuff yourself rather than having me spell it out to you. I am sure the creative writers could think of a lot of other things too.
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Crash landing on a planet with neither the resources or infrastructure. Pretty simple. Remember this is KSP 2 we are taking about, not KSP 1. I would get your point if we were talking about KSP 1 though.
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I am not overly concerned with the Kerin/Mun/Minus analog, those do have to be fairly straight forward for new players, I agree. However anything past that is fair game for experienced players anyway IMO and certainty being able to explore something different closer to the start of the game would be refreshing. As I already said, the planets are going to be quite different from a surface perspective, so that part of the gameplay is fine. However the aerobraking, dV required, etc, is all going to be identical. Perhaps veteran players will have the ability to go interstellar quite a lot sooner than new players, if they are good enough, which would be okay with me as a work around. I am somewhat dreading being locked into the Kerbin system for an extended period of time, as I highly prefer the progression mode over sandbox. "Without Morrowind it just would not be an Elder Scrolls game!" "Without Vault 13 it would not be a Fallout game!" and so on. Aside from that comment just being silly because it is a non-sequitur, there are many ways they could start the player in a new system, if they wanted to, and still have Kerbol as a destination you could visit. An alternative location could even be temporary aka a "https://tvtropes.org/pmwiki/pmwiki.php/Main/ATasteOfPower" thing explained however they might wish to do it. Many other potential story telling ways to make it an option, if they wanted to. Who knows, maybe they are planning this already and I will be pleasantly surprised. I shall see.