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KSP2 Release Notes
Everything posted by ElJugador
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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.
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Why I don't want interstellar travel
ElJugador replied to garwel's topic in Prelaunch KSP2 Discussion
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. -
I'd be fine with some alien plants and grasses as terrain scatters, and encountering intelligent life/remnants as easter eggs or anomalies.
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I say nay to RSS, and here's why.
ElJugador replied to LittleBitMore's topic in Prelaunch KSP2 Discussion
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. -
Does anyone know (or predict) when ksp 2 is coming out?
ElJugador replied to Catto's topic in Prelaunch KSP2 Discussion
I hope it comes out when the developers are ready to give it to us with the features promised and no sooner. -
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.
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NO! DO NOT!!
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Career/Science Overhaul
ElJugador replied to akron's topic in KSP1 Suggestions & Development Discussion
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.- 14 replies
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
ElJugador replied to Thomas P.'s topic in KSP1 Mod Releases
Incidentally, have any modders figured out how to add Breaking Ground-style terrain objects yet? -
Blech, looks wrong. Now they have gigantic hands and feet.
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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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To the devs: I hope all the bodies ingame have reasonably unique/interesting features like these to visit. The new ones are so compelling I might actually go to Duna again for once.
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What I'm going to say is: oh, you poor man. I sent a whole mission to Moho in a modded game, but with the stock engines. Even with 7-8km/s in the tanks, I still wound up completely running out of fuel when I tried to exit Moho and had to send two full tankers the same size as the original ship to get it home. I'm not sure but the LV-N probably doesn't have the muscle to pull off an efficient landing; try using the huge Mk3 LF spaceplane tanks only, using about seven or eight engines and bring a tiny lander to undock from the mothership when you get into orbit, with about 2000m/s in the tanks. That should be easy with only 1 kerbal to deal with. Good luck.
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I used to be very against the idea of DLC or expansions for KSP as well, but seeing the example of Paradox won me over to the other camp. What it comes down to is, Snark much earlier in the thread is exactly right. Whatever you may believe, developers and their time do not come cheap, and even millions of dollars can disappear with shocking speed when you're paying many people yearly. The base game probably only gets a trickle of sales now, and another cashflow is needed. If they can make the expansions consistently good and it helps the game continue into the future, then I'm all onboard.
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The surface survey contracts are probably the flat-out best in the entire game, because they're not too wildly spaced apart to be boring to drive between but far enough to be a nontrivial distance from each other. Giving you a real reason to use rovers, which are probably my favorite method of getting around on the surface of a world.
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I'm the lucky *B* that bought the game in 2012, so I get this for free on release day... all that's killing me is the wait. At least they did us the mercy of waiting until it was almost ready.
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Yes, the fabled 'Stuff To Do On Planets' people have been asking for since forever ago! AT LAST
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Sorta. It's partially my fault since I never could figure out how to work the EPL stuff the way @The-Doctor was implying he needed. I ought to keep trying someday.
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Aw yesssssssss. That was one hell of a satisfying twist. I can't wait for whatever's next. Also, couldn't you have used Alternis Kerbol or whatever for the gas giant moon...
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Oh man, the press-ganging, boffin-purging, flotilla-flying, Pathfinder-using maniac is back! Augh yeah. But just one question: have you increased the part failure rate DRAMATICALLY here to have a more entertaining/realistic explosion frequency or is this BARIS' normal behavior as regards maintenance because if it's the latter, I'll have to reconsider getting it. No offense, Angel. EDIT: One other thing: is the part of your exploits where you went to Sarnus recorded because I'd love to see what you did.