TheoBrandt
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I don't know much about the irl engineering on the subject. Though I think to get into that kind of misses the point. KSP is clearly a game aimed at a young audience, trying to turn it into a true to life simulator kinda distracts from its roots and the cartoonishly bendy rockets are a key part of the games' character. Having said that, us adults who also fell in love with the game want a more mature simulator experience and there's nothing wrong with that either, why can't it be both? If rigidity is something easily tweaked in configs anyway, couldn't we have a "sturdy rocket" option in campaign creation so that those of us who want more rigid physics can have them?
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Unless you have to go to the other gate, build a colony to build the supplies and infrastructure to power and maintain it before you can use it. Carrot meet stick.
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SRBs ramp down when they're almost out of fuel, as they should. I thought that was really neat.
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Crew Don't Recover
TheoBrandt replied to SuperMiiBrother's topic in KSP2 Suggestions and Development Discussion
Happens to me too. -
First Impressions UI Feedback
TheoBrandt replied to Skorj's topic in KSP2 Suggestions and Development Discussion
Kinda agree, I built my pc after using a gaming laptop with cooling issues for a few years so my keyboard gives me CPU and GPU temps for peace of mind. Not getting that read out is making me nervous. -
I agree with the majority. A solid game release that works and is polished is a priority. But I think it would help a lot of peoples patience if we had even a sliver of more clarity. @Nate Simpson I don't feel like you're being disingenuous, or rattling off an excuse, but your post boils down to "game good, another year" with no tangible crumb to hold. You can go into detail about problems you're facing without specifics, the dev diary about distance calculations between solar systems was really good. More of that please.
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Kerbal Space Program 3D animations [New release May 4th]
TheoBrandt replied to AnimatedK's topic in KSP Fan Works
This is really cool. I wonder if there's any chance for collaberation? As Matt Lowne loves his homebrew stories in the KSP universe. This would be a natural fit for him to contribute to. Loving the work so far, will keep an eye on your channel for updates! -
I too play career, and agree with a lot of what's being said. I see career mode like this: KSP is a private space program, companies employ us to fulfil their orbital tasks. KSP could be a public space program, funds could be delivered via a "3 month budget" type system that increases as we achieve things, like a crewed Mun landing or Duna drone capture, or it could be somewhat proportional to science rewards (as exploration is about learning things after all). This means you could properly throttle income, and it does allow disadvantage for just time warping to the next budget, because that might mean you miss a transfer window anyway, but it also means you're not left with an unplayable career because you accidentally "dissambled" all of your early rockets. It could have a hard cap as well, which would leave you with a nudge to go build off world, use ISRU to build rockets yourself rather than buying them because the money isn't just lying around by the millions for your interstellar drive. I don't think there's anything inherently wrong with funds, it just takes the right approach to feel satisfactory for the player and not be an arbitrary hurdle, which is a fine line sometimes.