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warrior606

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Everything posted by warrior606

  1. Procedural terrain texture and topology generation (small bumps, not landmark ridges), so planet surfaces look a lot closer to what you see in Martian/Venutian images of their respective surfaces. Or maybe something like a fixed seed that generates really close 3D detail, but in a very small range, vastly improving the landing experience while saving some performance and storage. Also solving the whole late gate problem; I don't have a solution but there are a lot of smart people at Squad. Would be nice to have better late game mechanics.
  2. Honestly I really hope that colony building looks something like this: It might be an unpopular opinion, and I might not be the most experienced late game player for KSP 1, but I hope that at least the first colony is more hands-on than just plopping a ColonyMaker2000 on the surface, and watching it unfold into a colony. I can't imagine that was how it was ever going to work, seeing as they have physics and all, but I do hope that there is some assembly required. I understand that in the super late-game it would be ridiculous to hand build every colony, but the video makes it look like so much fun. I really like the idea of using sky cranes and rovers to dock modules (although modules on wheels aren't the best). My point is, I really hope the colony building mechanism is more than just a build and place. Also wondering... how would landings even work? The trailer shows elevated landing pads... with no gantry. There's no rover access, ladders, docking mechanism... how do you transfer kerbals?
  3. I actually sent a craft to practice docking, but I didn't realize that the Mk. 2 inline docking port was meant for spaceplanes, not just a cool futuristic look. Mk.2 docking port + Clamp-o-tron = ugly
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