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TheLoneOne

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Posts posted by TheLoneOne

  1. On 2/4/2023 at 12:42 PM, Bej Kerman said:

    The clouds, ship, and Kerbals if there were Kerbals in frame, would all look like they were sourced from completely different places. KSP 2 is trying to fix that, and I can say that the clouds in KSP 2 at least look like they are from the same game as the Kerbals. Same for the style they've chosen for parts, buildings and terrain. I can't say the same thing for the screenshot you sent me, I can really tell the clouds, ship, etc. were done by different people who weren't together to make a coherent style. Even in stock, Blackrack's clouds don't blend well with anything.

    i just dont see it

  2. On 10/22/2022 at 11:27 AM, ChubbyCat said:

     

    What are your opinions on the skybox/background we have been shown so far in many show and tells and feature videos? 

     

    fuO16TF.pngt5TUXiK.png

    Personally, I really hope it isn't final. The bluish greenish color looks really ugly to me, and stands out too much. I feel like it distracts from the imagery of the actual planets and vehicles. In the original game, I loved looking at the bright beauty of planets floating in a contrasted black void, which was only slightly spotted with white stars. 

    What do you think? Do you like it? Do you hate it? No opinion? Do you think it's final? 

    i think its great!!!! (thats all)

  3. 7 hours ago, Nuke said:

    i found a few places that sell steam gift cards for bitcoin and others. has anyone used these with any degree of success? looks like i wont be able to source the funds in real money and i have to use fake internet money. 

     please don't tell me you blew it all on crypto :wacko: :blink:  

  4. 1 minute ago, AlamoVampire said:

    Objectively wrong. You dont want to use it? Dont load the part on your ship. Simple. I cant stand the inflatable heatshield so i do not use it. Your operating on a fallacy of you dont want/it hate so others must download it. By your logic ill use multiplayer: i hate it, it takes away from a game that was meant as single player, you want multiplayer down load the mod for it. Sounds a bit off huh? 
    111102042023

    Comparing an inflatable heat shield to a cheat button that flies a rocket for you is not a good comparison. I get why its usefull, but also, a big part of ksp is about flying stuff they build for a lot of people, adding this vastly diminishes that sense of achievement. 

  5. 7 hours ago, AlamoVampire said:

    With early access in very close proximity i am still very concerned. You may or may not share my concerns but its these concerns that have chilled my hype.

    They are: reentry particle effects, real procedural fairings (ie like the ones that were a mod by the name Procedural Fairings, as they are the gold standard to what fairings in ksp should be, my opinion and stock were horrific to me) and auto pilot like mechjeb.

    1. Reentry particle effects, ksp 1 had the code built in but switched off. Afair it was never “on” for performance reasons, fine, but ksp2 is new and on logarithmically superior machines to what used ksp 1 way back when. I see no reason ( not a programmer) for us to not have it. Heck ksp2 engine plums look way better too!

    2. Procedural fairings, ie like the mod, should be the thing. Why? Aside from being objectively better, ksp2 has procedural radiators so yeah.

    3. Mechjeb/auto pilot. General aviation, commercial, military and all space programs have it. Even my pmdg737-700/800/900(when they launch the 900) has real world accurate autopilot. So yeah.

    Aside from the radiators and engine plumes noone has mentioned or demonstrated these features for ksp2 so im concerned. Will not knowing for sure stop me from buying? No. Will not having them make me hate it? Nope. Will i complain and then wait for our lovely modders to fill the void? Yup.

    033502042023

    033602042023

    Mechjeb should not be in the base game, just no. if you want something to fly it for you it should need to be downloaded. I get that it's vital for you in ksp 1 but, adding it to the game would take away the difficulty that makes the stock game fun for like half the players. 

  6. On 1/27/2023 at 3:24 PM, Bej Kerman said:

    I don't see any KSP 1 screenshots that look better than KSP 2. Blackrack's clouds would clash against the super-cartoonish almost cel shaded Kerbals, even Restock doesn't manage to fully fix Squad's borked art direction, and no-one seems to have fixed that thing you occasionally get where terrain textures become super stretched if you fly far away to the outer Kerbol system. KSP 1 looks exactly like what you described, an attempt at hacking something together from a 10yr/o game that's greater than the sum of its parts. KSP 1 modded really doesn't look better than the new hotness, not even close really.

    you underestimate how good modded ksp 1 can look a lot I think, like, Blackrack's clouds actually are arguably more impressive given they have a low-performance impact on the game for what they are.  I'm just saying, it's not all bad, and I'm actually gonna miss this art style a ton. A_start.png 

  7. 1 hour ago, Vl3d said:

    Oh and interstellar travel is easy?

    yes. 

    1 hour ago, The Aziz said:

    As one of the devs put it, interstellar travel is not that much difficult. It's just a moon, but it's really far away. 

    but terraforming means the texture of that moon is not a texture but a simulated changing landscape, that would take so much processing power and then the person who wrote this would cry about the lag.

  8. 1 hour ago, Caerfinon said:

    The work thus far. 

    • Post surgery activity is slow going. not able to sit at the desk for long periods of time. 
    • Currently working the Dolphik International Airport site.  
      • 3 runways ( 1 x 2500m, 2 x 1700m) 

    I wish you a speedy recovery, I had surgery in July, I get recovery can be pretty difficult! (btw imagine having surgery done to your Achilles tendon as a just turned 18 years old, that was me! I am proud that i did it though, because i can walk so well now and am less disabled!)

  9. 1 hour ago, t_v said:

    Save file backwards compatibility takes extra work, but I explained how the amount of work put into the DLC isn't as big of an issue compared to putting in that much work for small features. As for mods, having this more customizable system would increase mod-ability and while you can't reasonably code to preserve mod backwards compatibility, I'm not sure it would break as much as you might think.

    I addressed the possibility that the game becomes full of micro management through this, but by the same logic if there were no other way to design systems, then the colony system itself would also be full of micro management. If you can make a well-designed colony system that doesn't rely on micro management and emphasizes building and flying (which you absolutely can), you can do the same with terraforming, as it is just an extension of the same concepts. Much larger scale, yes, but that is what makes it a final challenge to work towards. 

    again, tell me how can they implement this without breaking the game's base code. I have coded before, have you ever? I'm only asking because things like the terrain system tend to not be something in games like this that can change without rewriting most of the code. this game would not be designed for it.  This is a problem with their game's framework. can you loveing replace a framework without making the whole building fall apart????????????? no.

  10. 1 hour ago, t_v said:

    For anyone with concerns that this is going to be more difficult and complex than changing a few textures, you are absolutely correct. But this isn’t a small feature request like making kerbals smile at sunrises, it is an idea for a full DLC where anything goes (because it is essentially a full update where the features are being directly funded). 
     

    With technical concerns aside, comes the question of if this would fit. I think it would, as a super end-game goal.
     

    First, terraforming isn’t something you can do to every celestial body; some are too small to hold an atmosphere or way outside of the temperature range, even accounting for the changes in atmosphere. So you would end up with one or a few “home worlds” in each star system, with the rest being unterraformed. No concerns of homogenizing the planetary bodies and making them all identical to explore. 

    Second, terraforming is a very complex task which can produce a lot of gameplay and be a massive goal to work towards. The first big challenge is getting water, and enough of it to run a water cycle. This could mean importing immense quantities of it via comets or simply creating giant blocks of ice to transport. Then the atmosphere needs to be changed; there is a certain range of pressures, temperatures, and compositions that life can work effectively under and focusing on a small area won’t work as the original atmosphere mixes back in. This creates another huge logistics problem of supplying plants (in both senses of the word) with the necessary resources to convert atmosphere in controlled conditions across the planet. There is more potential gameplay and actions players can take, but the gist of it is that this will not lack in depth, and will still be about rocketry. 
     

    And lastly, is this kerbal? I can certainly imagine ways this could be implemented that detract from the spirit of the game and make it much more serious and optimized than it should be. But there are also ways to keep the dynamic between the serious accomplishments of the kerbals and their goofy nature intact. Just like with colony building, keep it informal. No progress counters towards “terraformation,” just buildings and a gradually changing planet. Supply routes that are managed the same way they are between colonies, with the player driving between the start and end destinations and setting their own paths. With the right implementation of features (or lack thereof), terraforming can feel exactly like setting up the biggest colony ever, which decidedly fits in the game. 

    the terrain system in ksp never was designed to have the textures of planets change like that while you loaded into the game, so I feel like this is unfeasible because they would have to rewrite the entire terrain system and rendering and loading systems from scratch. Side effect: in the process, break every mod, and every saves. it would liquid off a lot of players basically. I presume its a similar situation with ksp 2.

  11. 7 hours ago, Revan_cze said:

    Smart A.S.S does not respond to any commands.
    Any button press will not cause any response.
    I have enough avionics and fuel for RCS.
    This is a problem with every rocket

    Its too smart for you now, the ai has broken free of it's chains. but also do you have electrical energy.

  12. 2 minutes ago, SolarAdmiral said:

    I see so many complaints about ksp2 not looking as good as ksp1 with mods, not having any features that can't be added with mods. But let's give it a month and see how ksp2 performs next to a heavily modded ksp1. And then keep in mind, that mods will come for ksp2 also. With any extra performance headroom, with the new rebuilt base code, let's see what modders can produce with ksp2. It isn't fair to compare unmodded ksp2 with a heavily modded ksp1. Thats adding a whole bunch of unpaid modder hours to the base game dev time. Of course if someone is willing to make something for free with no restraints on time they'll be able to produce something cheaper. Either compare unmodded to unmodded or wait for some mods to come out for ksp2 and compare modded to modded.

    Even between modded ksp1 to ksp2, I doubt the comparison is all that glowing. Mod ksp1 to allow for improved terrain, part graphics, clouds, new much bigger ksc, time acceleration while burning, procedural wing parts, improved fairings and interstage, custom painting parts, new building system and ui, non-impulsive maneuvers, rings for dres with colliders, and let me know how it performs. Sure those all exist. What fps do you get and how much ram does it take. Mod ksp1 to remove the kraken attacks that destroy anything with a large number of small parts, suddenly wiggling themselves to death. Mod ksp1 to keep heavy aircraft from exploding randomly in atmosphere. Sounds like ksp2 is even attempting to improve the performance of landing gear and wheels, can we add a Mod to ksp1 for that too.

    Or wait for a few more early access steps and add in interstellar, orbital construction, and colonies too. 

    Even before interstellar and colonies, there's a lot of additions and improvements to the game. Much more than I think you can achieve with a stable set of mods. Let's not discount all the work the dev team has put in so far.

     

    And then there's complaints about having to buy an incomplete game. Everyone seems to forget what ksp1 was like when it first came out. When I bought ksp1 there wasn't a map view. Ksp2 is releasing leagues more finished and complete than ksp1. I paid $27 for ksp1 and put in over 2000 hours. That's a pretty good return on investment. And enough for me to be happy to put in another $50 for a greatly improved base game expecting another 2000 hours. If you're happy with ksp1 stay with ksp1 until you see ksp2 surpasses it.

    Yes but think about this, the KSP two devs code these features full-time and get paid to do so, and yet they are being outdone by modders with little to no budget who do their thing for free, in their free time. the new eve build is better cloud-wise than ksp 2. parallax makes the terrain they are showing look really bad. the ksp 2 devs are doing all they can I'm sure, but I can't help but point out that maybe just maybe, they have been outdone by the community, and it's going to make them look really bad when that turns out to be absolutely correct.  I think they promised too much to us for their own good, trust me, if the game is just ksp 1 but slightly better it's going to fail when they open early access in less than a month, it won't generate sales from enough people outside the ksp community... 

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