Mr.Evil
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Posts posted by Mr.Evil
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When in low orbit the spamming happens until I change to suborbital or higher orbit.
Specs :
i7-12700k
Amd 6800xt
32 GB RAM
Spoiler -
I'm most excited for colony and resource management. Looking forward on several ways to transport resources.
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Release Date reveal around Christmas would be great. (let me dream)
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50 minutes ago, Alexoff said:
It's very interesting if the planets were ready in 2019 or were they made a few months ago?
This is a very good question!
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There are 12 Points above. If they stand for month's, what could mean the second line...
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So, I don't think they show us the best and most curious celestial bodies. It's cooler to see them ingame (hopefully soon). ^^
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10 hours ago, Dobelong said:
Genius
Is the ship little or the amount of hope?Of course..... Hope XD
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2 minutes ago, Alexoff said:
Wow, it took you only three months to create the texture for the LANTR engine!
Honestly I think it was finished some weeks before and it was just shown, because it was just something small to show.
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14 hours ago, AtomicTech said:
Y'know, we'd be fine paying full price (60 dollars) for a beta that gets updated just like regular KSP....
If a alpha/beta would be released soon, with for example only the Kerbin System... I would buy immediately. XD
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A pre-order Beta for those, who can't wait and are willing to play only in Kerbin System first, could be a good consent.
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23 hours ago, Nate Simpson said:
There are facilities that are extremely power intensive. I bet this group can make some pretty informed guesses as to what that might be.
Hmm... maybe for water extractors, food facilities, cooling/heating, oxygen generators, fuel facilities and several experiments?
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What if time warp will only count for the system in which you enable it? Within one system the time difference of your friend, will not be so high.
If you travel interstellar, time warp could only count for the ship, which is in interstellar area. (A special gadget, which manipulate time on ship, could be an explanation).
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Maybe you are only able to interact (and damage) with other vehicles, if the owner invites you to a group. Otherwise they are untouchable.
I'm sure, the developers have a good solution.
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Just waiting for open or pre-order Beta announcement...
Hype!
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Especially life support is very important for me. I will use mods for this but if their implemented as optional settings, I wouldn't complain. ^^
So for other stuff also as optional settings it would be fine.
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16 minutes ago, Mikenike said:
Stop trying to make it super simple, make it landing boosters only, similar to SpaceX's Falcon.
In my opinion, if you say in vab "burn retrograde at 400 km at 100% for 20 seconds (or for 1000 delta v)" and this is just wrong, you have to rebuild your whole vessel.
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I didn't find it before, so for automatic landing you could program the probe core to burst at a specific height in a specific angle for a specific time. This could be used also for landing boosters.
In a later research stage the probe cores executes landing by itself.
In the early stages of the game you would land it by manual control, in mid game you are able to automatically has land the vessel but first have to trial and error for perfect program and in the end game you just need to say "land on position x".
The same for launching.
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In my opinion, an early access release would be good an would not ruin the development. It reduces the waiting time for overhyped people (like me :P), generate money so that development can go on and Modders could begin their job. ^^
Or maybe a pre order beta.
Those people who don't want to play it unfinished, are not forced to to that. (other opinions are cool anyway XD )
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I'm a big fan of realism in games. Also love mods, which bring more realism to ksp, like life support etc... But if there would be humans instead of Kerbals, the game would be to serious for me. Humans are just boring. (With humans there would be also a discussion about political correctness - so one problem less with Kerbals.)
Kerbals are a perfect mix - funny but not rediculous.
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Can't wait to see, what it was that fascinated you so much. ^^
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We all hope, that not the key features are the problem. I wish the developers are more transparent about the problems. We only can wait, look for more videos and hope, it will not delayed again.
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1. At first I hope, that everything (features and parts) from KSP 1 is included, so we don't are missing anything.
2. Life Support - They said, that it will not be as detailed as in the life support Mod. For a later Update or Dlc, Oxygen, Water and Food Supplyment would be great (especially for colonies) - not just g force.
3. Generally better, more and variable assets on planets - maybe some flora and fauna.
4. Very big Domes for colonies. 5-10 km radius Domes, that cost much of material. With a few gates above for Ships and on the ground for ground vehicles and Kerbals.
With trees and plants inside, which generate oxygen and fields for farming.
5. Rails for a Transport Train - On other planets, if you have great mines and you need several resources from different places, to transport them to the raffineries.
6. Needs for Kerbals - In Space colonies the Kerbals want to sleep, eat, drink, (toilet?), and want some freetime activities (bars, cinema etc.) . So that the productivity of happy Kerbals will growth.
7. Some more different Music.
8. Please don't make the game easier or faster!
9. Early access - I know many people don't like it but I think for KSP 1 it was a big win... and It would be a big win for KSP 2,too.
Top 10 Requests
in KSP2 Discussion
Posted · Edited by Mr.Evil
1. Life Support and waste management
2. Resource Management and Transportation like in Automation games (Factorio or Surviving Mars)
3. Rails to transport resources and Kerbals
4. Happiness Factor for Kerbals in Colonies and injuries
5. Interior like Tables, Kitchens etc
6. Jobs for Kerbals like Scientists, Pilot, Farmer, Logistics, Cleaner, Miners, Medical etc.
7. Weather (Wind, Snow, Heat Waves, Dust, Storms, Sandstorm)
8. Inventory Items for Kerbals
9. Robotics
10. Terrain Manipulation to go underground (building and mining underground)