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ElJugador

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    Orbital Desperado

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  1. I'm looking forward to being able to build actual colonies smoothly without depending on mods. No offense, but even the best ones are quite finicky and RAM-gobbling at times.
  2. It's fair to dislike the interstellar focus of KSP2 - I am not among that number - but I get a strong feeling that OP is confusing their highly-modified experience of the base game with vanilla. KSP is not and has never been about managing complex resources and radiation. At its core KSP1 is an orbital mechanics toy with some aerodynamics as a treat. That's it. It's the bare minimum. How would Intercept Games "streamline" the experience any more than KSP1 already does? Other than reducing career mode difficulty, which, well... a lot of people barely even touch Career mode.
  3. Just for clarification, this is incorrect. Titan's lakes are made up of methane and are liquid at the surface.
  4. I'd be fine with some alien plants and grasses as terrain scatters, and encountering intelligent life/remnants as easter eggs or anomalies.
  5. Mostly that Orbiter is more of a spacecraft operations simulator than a spaceflight simulator; there wasn't terrain before Orbiter 2016 and you can't even crash or burn up without installing add-ons. It's also frankly poor as an educational tool; past me (~10y ago) tried to learn spaceflight using the Go Fly In Space tutorial several times and none of the orbital mechanics clicked, because it was all so removed from what I saw going on in the actual virtual cockpit. On the other hand, watching MechJeb do some runs to Mun and Minmus a few times helped me to intuitively understand orbmech. Although, the KSP1 devs got too in love with that idea of learning to build and fly rockets through trial-and-error; they failed to provide good tutorials and we wound up with the current situation where barely anyone leaves Kerbin orbit. Most people can get to space by trial and error, some will make it to orbit, a lucky few will reach the Mun -- but you can't go interplanetary just on intuition alone. Same applies to RSS, but make the fractions far smaller. Earth missions are far more demanding than Kerbin. I don't think it'd be impossible to reimagine the stock system into a truly real-scale world, RO and x10 exist after all. But it would be a troublesome change of pace for the current fanbase, and an even greater barrier to entry for new fans.
  6. I hope it comes out when the developers are ready to give it to us with the features promised and no sooner.
  7. For my part, I just dislike how they focused far too much on the metallic hydrogen and gave everything else short shrift, especially torchdrives... those beasts deserve better than a vague throwaway line.
  8. I'm just pointing out that, well, you are likely to be very alone in your concern. Who cares, indeed? I certainly don't. Moving on: I'm mostly disappointed they spent most of the video's runtime talking about metallic hydrogen and giving other engine types short shrift. Torchdrives especially deserved better than a throwaway line.
  9. You need to relax and realize those findings were made very, very recently. ST has probably been working on metallic hydrogen while being totally unaware of whatever it is is making you so certain it's useless as rocket propellant.
  10. I used to uncritically agree with it, but now I'm really confused when I see this request for "more stuff to do on planets". Like what? Survey contracts in base game give you a reason to use rovers. Breaking Ground is a further step in the right direction by giving you an incentive to use EVA characters, but I was very disappointed to see any interactions with the larger features limited to those infuriating rover arm contraptions. No, the real problem is that KSP's worlds are basically these paper-mache balls that you can't inherently add much detail to. Rovers must handle more or less the same on every piece of land (namely like they're skidding on buttered ice) and planes... can actually have really varied performance but only fly on four worlds, maybe five if you do a suicide dive into Jool. But in the end, you can't create real volcanos, real cliffs or real dunes and beaches. Actually looking at collections of points stitched together to form 'surfaces' that mildly resemble such is inevitably going to be a tad disappointing. Creating more varied terrain would certainly be possible if, say, KSP2 moves away from the simplistic giant array of surfaces model.
  11. Incidentally, have any modders figured out how to add Breaking Ground-style terrain objects yet?
  12. Blech, looks wrong. Now they have gigantic hands and feet.
  13. Ha, so this isn't just a quirk of my terrible booster engineering. Yep, this happens to me constantly especially on 1.25m flights, and on larger ships it can get very bad very fast if the boosters aren't far enough from the core.
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