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MARL_Mk1

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Everything posted by MARL_Mk1

  1. Considering how confident Nate was about their ability of optimizing the game using updated techniques and being able to properly use threads and specially how mid-high machines would work better with KSP2 than how they did with KSP1 it'd be a total let down to find out you need an actual NASA PC to run it, which I think won't be the case (unless you opt for ultra graphics probably, there's gotta be a reason for why they pulled the launch from PS4 generation consoles)
  2. Trust me, you don't wanna know.
  3. So you get the idea, I'll be pressing F5 on the Store page the second the clock ticks release time
  4. I wasn't aware of this. Am I reading you wrong, or does that imply that the gameplay people is expecting to see previous to EA release will happen to drop from the hands of these creators themselves in a few days? Because if it's that way, I'm more than happy. No one will know how to present fresh gameplay better than people like them. Besides EJ_SA, Das, Matt, Scott and Tim, I can't recognize any other creators, if there are any. Am I missing someone?
  5. You mean there are no "BIG KSP2 NEWS TOMORROW"?! Discord goes crazy sometimes yeah, but I like that Dakota, Ghostii and other team members are somewhat active there and able to answer some basic questions when needed.
  6. Leaving the negative aspects aside, the most anticipated thing for me to see in a sneak peek (or maybe at launch for better awe) are reentry FX. I hate how underwhelming (but eh, good enough) they were on KSP1. I bet it's going to look soooo glorious. In other words, I want it to look good enough that I don't feel the need to timewarp through all of it again like back in the (now) old days That plus those great looking parachute animations, it's going to get very...
  7. Ground textures pixelating in a goofy grid as if they were made in MS Paint
  8. Let me rephrase. I'm totally expecting bugs and unbalanced parts/features. I'm talking about specific and basic features being broken or presenting the same decade old bugs present in KSP1, hence the root of this comment chain root with me pointing out they had one of those in a tease clip. They better get those fixed for the release candidate.
  9. Given recent discussions about "but but it says Beta you have no right to critizice" both here and specially on IG Discord, I'm now really worried about people going the apologistic way trying to defend any aspects of the game that do not meet the expectations or are not up to what was promised on launch just by pulling up the "Early Access" card. That worked back in the day with EA pioneer titles like DayZ, where they actually were rewriting the whole game from scratch while still developing the old legacy branch just to keep the playerbase somewhat happy. And it worked. This is not the case with Kerbal Space Program 2. According to Intercept themselves, EA release is supposed to be KSP1+ Sandbox in all it's glory, not some Alpha/Beta build with flagrant issues, and Early Access exists for the sole purpose of balance feedback from community and to allow the game to make money while the remaining content on the roadmap is released. I'm hoping, for the sake of the game's future, that people will turn unbiased and objective when it comes to point out the bad aspects of the game, if there are any, on launch. Early Access is a great tool when used right, and it seems like Intercept knows that, but we mustn't forget that we are solely the customer of their product (a product with a full-release price tag, for a matter of fact).
  10. Not cropping anything on purpose or with any nefarious intentions. Just pointing it out. The other very recent screenshot we got on Twitter showing a very close-up view of the terrain (with confirmed Low settings by the devs) doesn't show these artifacts. I'm just expecting to not have these same decade-old texture issues happen on KSP2 aswell. And no, hiding behind "Beta" if issues like these arise on the release build for the mere fact of the game being on the Early Access program won't be a credible excuse, since EA is only supposed to exist to not hold the remaining content back after a normal release, according to PD's Senior Marketing Manager on his most recent interview.
  11. I hadn't noticed this at first... Do you guys remember that KSP1 bug where terrain texture would just... "pixelate" and show up as small defined pixel-like grid squares? Oh, well.
  12. Second 0:25 and forward, those surface scatters look... scarce? Almost at KSP1's level. Maybe just a thing from the build they were working with at that moment. Maybe not.
  13. There are literally dead aliens, radio broadcasts, ruins of ancient Kerbals and multiple other weird stuff scattered all over KSP1. Acting like "hurr durr muh feelings" for an Easter Egg meant to connect whatever events or content from KSP1 and KSP2 doesn't take away anything from anyone.
  14. I always wanted this too. That was one of the 2 things I hated from KSP1's smoke trail. The other one was the trail not being emmited by the engines on the direction they're pointing at, but "dragging" from your engines based on your trajectory and looking just bad.
  15. They quietly just pushed 1.12.5 to KSP1, giving context to that ship crashing onto the Mun's Arch at the end of the Episode... https://store.steampowered.com/news/app/220200/view/3650762049190579639?l=english ChangeLog: =================================== v1.12.5 ============================================================ +++ Improvements * Added something...on Mun. Capture courtesy of @Truthful_ast on Twitter Anyone got ideas for what it is or what it means?
  16. Holy f- Got a question. During the last second is the furthest we've seen how these clouds look from afar. Is there a distance from which volumetric turns back into the typical 2D view, does it fade. etc.? How does this transition work?
  17. God I'd love this so much. It's not just "oh wow I like Scott and he's in the game I love!". KSP experienced a boom in YouTube in the early days thanks to him, and still to this day you are learning new cool stuff about spaceflight in a channel of his that took off thanks to KSP, so ever since it started, both his platform and the game grew together. Many of his KSP videos revolve around IRL things the game doesn't cover, or things that occur IRL that the game illustrates pretty well, and videos from many years ago are still relevant when trying to prove a point or clear someone's doubt, like a 101 encyclopedia of sorts. I'd say, it would have been a shame if Scott didn't show in the game in some sort of way just for his entire contribution alone. Having his voice immortalized as the teaching voice for newcomers would be legit one of the best features of this game alone. FLY SAFE
  18. Can't wait for KSP2's Real Fuels mod then, I refuse to have a Methalox Vector
  19. I think he means the actual smoke FX, not the plumes, none of the plume mods changes smoke trail effects.
  20. Turns out it happens when (I think) Restock is installed. Thought the game works just fine so I'm just ignoring it.
  21. It is. Reborn's latest build can be found here For Parallax 2.0 to work properly, just follow what the message below says
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