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savagekerbal

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Everything posted by savagekerbal

  1. Early access is not for everyone else's convenience to play a game. Early access is for a new game concept to be tested and give feedback to better develop a game. The developers know exactly that needs to be done, the rest will be covered by the modding community. Tell me another game that's under development where the average game time spent on the prequel is over 2,000 hours. Be patient, just like most highly anticipated sequels, they have only one shot to get this right at release. If they don't do enough of a good job, they will lose years of development and mad respect. Look at Just Cause 4, it wasn't even that hyped of a sequel, but I guarantee most people who play it will think twice before buying an Avalanche Studio game.
  2. True, just a direction of creative thought I was thinking of. That's exactly one of the primary directives of colony building. Watch the interviews with KSP2 Developers, after asked about Colony Building the instant jump of attention goes to metallic hydrogen manufacturing.
  3. A great video I missed watching until tonight was ShadowZone's interview with a KSP 2 Developer. A lot of good info involving base building. I love the fact that they're creating it as a building challenge as well. Some celestial bodies they're adding wont be as easy to build on nor will you be able to build as aggressively tall structures due to the higher gravity. Apparently terrain forming will not be in the game, which I'm glad.
  4. I've never been much of a fan of planes or space planes in the game but the idea of an Electromagnetic runway propulsion rail to save on Delta-V required to get to orbit would make me an instant space plan fan. The base building aspect is whats making me the most excited, after numerous catastrophic Karaken attacks spawning from time warps, I'm curious on how they're going to be stable (as stable as KSP can be) and how some of the in game mechanics will affect it such as time warp. I'm curious to see how detailed the base building is down to the location of adding air locks I wonder if there's going to be options for a harder game play such as weather events or meteor strikes and implement defenses for this. While having the goal of fuel manufacturing and extra-planetary launches in mind for base building, I hope they don't forget that the reasons for progressing ships to how far they can reach is for exploration and expand on what KSP did for Breaking Ground with science
  5. So I've now learned that its not just Rendevous Autopilot thats having the premature firing of the rockets. I was doing a Duna Mission and it fired the engines 26 days before the maneuver node.
  6. Hi, so I'm having an issue with Rendezvous Auto Pilot. RCS is hyper sensitive, which is not entirely the mods fault but when a new maneuver mode generates, it will automatically fire the engine with 1. Not being over the target hub but 2. not being in the maneuver mode window. Please help because I suck at this game.
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