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NovAlpha

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Everything posted by NovAlpha

  1. If they are planning on stopping development here then it would be good if they announced it. I've already tried appealing for a refund with Steam, quoting Australian consumer rights laws and it was denied as Steam decided that the description was not misleading (they didn't provide anything further than this so as to what isn't misleading I have no idea). If anyone has any suggestions about quoting law in refunds or any other ideas as to what to submit to Steam that would be great btw. I hope T2 knows the longer they wait the worse both outcomes are going to be for them.
  2. That sounds incredible! The current hud as is compliments the retrofuture/alt-history aesthetic I'm going for in my playthrough really well, which is why I use it even if not 100% finished. I'm excited to see what you'll cook up in future with your aesthetic choices!
  3. Was wondering if this mod is getting any future updates? I love the look of this HUD in my current playthrough but I've noticed a few missing buttons and it would be amazing to see those buttons given textures in future.
  4. I'm excited to later share the KSP journey with my friends in Multiplayer, introducing them slowly to the more fundamental concepts before we all make the pilgrimage to interstellar destinations unknown. Building a space agency capable of interstellar sounds incredible, but it sounds even better together!
  5. An unpopular opinion, but I'd actually like to see more powerful, more advanced variants of the current ion drive that can be obtained late-game. From the general gist of KSP 2's focus on futuristic technology it is likely that the technology we already have in the original KSP would have been further developed to meet the standards of interstellar travel, including ion engines. While realism is a fun and challenging aspect of spaceflight I can foresee a great reliance on ion engines in the late game as resources like fuel for delivery-craft become scarce as other automated spacecraft are added to planets to perform routine functions. Having the ability to make orbit-to-orbit spacecraft using ion engines would save a lot of time, resources and stress as your essentially receiving a service without investing too many of your colonies resources into delivering parts/metals/fuel between planets. If you wanted to nerf ion engines while still allowing the aforementioned functions then higher tiers of ion engines would allow you to do so in a balanced manner.
  6. Well, whatever the tutorials may bring to the table is going to be a lot better than opting for the "Darwinian approach" that so many other difficult games seem to have adopted these days. Also I third this, preferably someone akin to Steven Fry in terms of a calm and understandable tone.
  7. The original trailer seemed to tease some pretty developed interiors, but that could just be good marketing on Take Two's behalf. Even if IVAs aren't functional at launch I do foresee modders filling the gap and developing something similar to RPM or MOARDv in the future if the demand is high enough, so don't lose hope!
  8. Any plans to revive this old mod? I'd love to see it working again in newer versions of KSP!
  9. Finally, a ring mod for Kerbin that's small enough to avoid being obnoxious and big enough to be pleasing to the eye. Thanks for this Proximab!
  10. Looking forward to adding this to my mods-list! Just a small question regarding the mod, does it only act as a parts list to check on information regarding specific parts or can you modify parts lists by moving or deleting parts. I know a couple of old mods I play with have parts that are no longer compatible and while I can just go into the mod's folders and delete the parts manually a tool to help do this would be extremely helpful. If this isn't the case I'm still looking forward to your first release. Good luck!
  11. For references to the Apollo program and other reasons I would love to be able to create a miniature golf course using stock parts with the added "fluff feature" of a golf-putt to launch golf balls into craters or at other objects in your colony. Who knows, maybe you could even play golf with your friends in co-op or create golf courses that could be uploaded to the Steam workshop? I know this does sound pretty ridiculous and more like a mod idea rather than an actual feature, but its the little things that make the experience memorable!
  12. I didn't see it as an option above but I would really love the Devs to show off the interface for colony construction. We can speculate the current UI for nearly every single other part of the game through teaser images and gameplay footage except for colony construction (and the main menu). I'd be particularly curious to find out how detailed such a system would be. Will each part of the colony require materials before they can be built? Will we have to research new parts? I can of course wait for the game to come out and find out myself but my curiosity is killing me!
  13. I experience a similar bug and the only way thus far I have been able to avoid it is to hold down the alt key temporarily and try scrolling in and out until it resets. I hope it gets patched soon but until then I hope this helps!
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