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KSP2 Release Notes
Posts posted by Dientus
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13 hours ago, Stratennotblitz said:
we should be able to create generated events on the course of the carrier mode, per example be in a race with a competing space company etc, i'td add way more longevity to the game imo
KSP lasted 10 years and is still going, so I don't agree with it being needed for the games longevity. But I would like a mission system similar to what @Black Dog is alluding to.
I do think that being able to create/influence a mission that is given in some fashion could help with the story/canon the individual has going on their mind and I think would add to the game nicely if done right.
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Granted. Afterwards 1.12 final bugfix is released making all previous mods not work.
I wish for teleportation similar to science fiction but works.
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1 hour ago, Black Dog said:
Best strategy against griefers would to build your outpost on a remote asteroid circling the planet closest to the star of a neighboring system.
It would force those parasites to actually learn how to play the game.
Good point. Although the way I see the game so far leads me to not worry to much about the possibility of trolls in the games I play, however
1 hour ago, mcwaffles2003 said:I think KSP 2 has potential beyond what any of us are currently imagining if the game is implemented right.
This. Especially since we have yet to hear solid multiplayer information, and you add to that the fact of some really great community members and modders that reside here, I would wager that even the devs will be surprised a year after release.
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"You got that right
Said you got that right
Sure got that right"-Lynyrd Skynyrd
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Granted now you do not understand that which you do.
I wish to see how KSP2 actually plays at this moment.
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When you look for the transfer window in your cars touch screen for best departure date.
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Because the answer that is answered must answer the answer that answered.
Why not blue?
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Banned for using Jovian time instead of Earths
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6 hours ago, ColdJ said:
When using real world physics, space battles or invasions are nearly impossible to do. You think docking is hard? Try hitting a moving target in a 3 dimensional space that is 20 km away
This because in the real world there are guidance systems. I was actually thinking of accidental base destruction due to just being Kerbal. That's alot of explosive rocket fuel coming in hot if a mistake is made.
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Not in time
Will @Spaceman.Spiff
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If that were to come to pass, it would be a mod. And if private user servers are the thing, you know what to expect before joining. Most you would likely need the password.
So for me, no I'm not worried about it.
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10/10 because animated Kerbal!
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Dogs eat everything... or at least slobers all over what they don't eat.
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Granted, but to keep balance in the force the Wookies (Chewbacca) or oversized Ewoks which resulted in Chewie not being able to save Yoda thus Luke Skywalker was never trained to use the force. ALL HAIL THE EMPIRE!
I wish to see real alien technology.
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Time relativity isn't a thing in the congo.
Why does a fan spin but a steering wheel turns?
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Hey Stormpilot! I have seen you a time or two
10/10
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Only if operating on vehicles counts
TUBM has wind chimes on their front porch
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Banned for prejudice against realism.
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1 hour ago, Stratennotblitz said:
I can see it now, playing with @ColdJ or @Caerfinon and as I set up my first Duna base... Wait, what is that on the horizon? Oh no! BOOM
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3 hours ago, K^2 said:
Another point of information is that this is a Unity game. There are two general ways to build a real time multiplayer game in Unity. 1) You build it a lot like single-player game using Unity's native capabilities, making sure you specify what game state needs to be synchronized across network. If desired, this can be built as a stand-alone headless server for dedicated server deployment. 2) You write core game systems from scratch in whatever makes you happy. You then run the core either as a stand-alone server or as part of the game client, piping relevant information to game objects. Unity itself acts as basically a 3D animation player to render what's happening in the core.
This I didn't realize. It makes @intelliCom statement of 8 very likely at release.
3 hours ago, K^2 said:We don't see any of that at Intercept. This isn't something you can hide. So it is Option 1.
Good assumption. I am admittedly very bad at seeing what Intercept is doing and staff they have hired. As such I didn't realize that my own assumption of 32 players is a lot less likely to come to pass by release.
3 hours ago, K^2 said:. Think Minecraft multiplayer as a good example of what that might look like - you can have a lot of registered accounts, but not so many people playing at the same time before it starts struggling.
This is a logical conclusion. Everything clicks in my head now I believe... seeing what they are working with, not realizing Unity limitations, coupled with all the dev diaries, I think the whole picture finally sunk in. They are not really being hush hush about MP, they simply have nothing of substance to show since it is currently a one man show.
One of my shortcomings as far as KSP2 assumptions go, is my IRL time. Reading forums and such on mobile in 10-15 minute chunks can leave a lot to be desired. Thanks for clarifying things.
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