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poopslayer78

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Everything posted by poopslayer78

  1. New screenshot from Discord Ye Haw
  2. First time using CKAN (or any KSP mods for that matter). Just wanted to express my appreciation for the fact that CKAN maintains an apt-get repository for nerdy Linux users like me. Hosting and packaging CKAN in this way seems very professional and gives a good first impression.
  3. Southern accents confirmed. Ye Haw!
  4. The music in today's stream is amazing, good job everyone! I have a particular love for ambient music from space themed games. Fun fact: I got into the Eve Online OST long before I actually started playing!
  5. Same. I plan on watching all the KSP2 tutorials even though I'm a KSP1 vet. Mostly for the feels, but I'm sure there will be a few humbling "wait you could do that all along?" moments occasionally.
  6. I'd imagine some of the people buying the game on day 1 will be very motivated to improve the game and provide meaningful feedback in the form of bug reports and suggestions. It also sounds like there will be an in-game bug reporting tool as one method of providing this feedback. Would it be possible to provide some concrete direction and coordination for players who want to look for bugs? This could come in the form of written documents listing testing methodologies or templates for overachiever bug reports. I'm imagining something of equal or slightly deeper technical detail than a dev blog, but certainly not a 10,000 page IEEE document. Another related aspect could be providing a sort of living "wishlist" or "coverage map" of areas of the game that have fewer play testing hours or more suspected bugs, which is updated regularly. I'd like to clarify that this would not be like a closed beta, with more "professional" testers or require any kind of special privileges given to players. I'm instead asking for some more concrete direction and guidance which would allow anyone highly motivated to find issues to be as useful as possible.
  7. I think you made an important point here. KSP1 had a lack of interesting activities to do once you reached a celestial body, and the KSP2 team has explicitly stated they want to improve this. There are multiple overlapping ways to do this (unique landing puzzles, rare resources, colony setup, science, lore), but having a unique visual spectacle at each location is a huge reward after solving a difficult landing puzzle and motivates me to stay in an area longer. There's also the fact that you could "Potentially be inspired by the realization that it is a thing that almost certainly exists somewhere in the real universe". There's some good discussion on this thread regarding if good graphics really matter for KSP2, and to some extent how much graphics matter will always depend on personal preference. After thinking about it, I've settled on the following opinion regarding graphics (in general, not just KSP2): There exist many bad games with good graphics. There exist many good games with basic (perhaps even "bad") graphics. Good graphics always enhance a game if they respect the theming and heritage of the in-game universe. I speculate that a lot of the people stating that "graphics don't matter for KSP2" are thinking of examples of #1 and #2, but neither of these two points disprove #3 (to be fair, they don't prove #3 either). There is also the argument that since KSP2 is such a physics oriented game, there are mechanics that are more important than graphics. I would agree that there are things more important than graphics, but this does not mean that graphics aren't important. Finally, the KSP2 team has made it very clear that the condition on #3 will be satisfied by collaborating with or hiring KSP1 developers and trying to make things feel kerbal wherever possible. In conclusion, I'm a simple-minded bumpkin that indulges my base desires for spectacle and graphics .
  8. Since when are you on this new fangled istafram and ticktokety nonsesnse?!?
  9. My blurry CRT monitor performs "Hardware Accelerated Anti-Aliasing" without a GPU.
  10. More than likely, no. The devs already mentioned no destructible terrain (I forget where exactly). That said, it would be easy to implement this as a science collection dialogue: "you run your sample through the analyzer and detect complex organic compounds!".
  11. I'd really like this, but considering how stripped down the day-1 early access version will be, I doubt the KSP2 will have had extra time to add a whole gas giant system with multiple moons. A single planet would make sense though.
  12. You joke but I'm literally building a new high-end PC in the first week of February. It's not just for KSP2 but the date I decided to build it was decided by KSP2.
  13. I could imagine currency being instantly transferable across distances while resources need to be physically hauled off in person. I could imagine an Eve-online like system where you buy a bunch of hydrogen in a far away station and come to haul it away later. There are of course issues with this too, like the seller blowing up the stockpile just to troll but you get the idea. That being said, I think in KSP money would be nice convenience for multiplayer trades but I wouldn't consider it necessary. When I play other co-op games with friends we tend to specialize in our roles and we don't really care or track if one person is getting more economic benefit than another. In a competitive setting I wouldn't trust other players enough to trade in the first place.
  14. Oh cool. I had noticed a lack of staging in any of the previous KSP2 footage so it's nice to see it here. One less thing to fret about.
  15. One of the most exciting parts of this feature episode for me was seeing the attention being put towards modest ambient sound effects and machinery. In the past, I've run Factorio, Ixion, and the KSP1 Astronaut Complex as background noise which should show just how valuable an immersive soundscape can be.
  16. The appeal of rogue planets for me would be the feeling of "awe and isolation", similar to empty interstellar space. There could also be some unique educational opportunities, such as: How to intercept a sub-stellar object at interstellar distances What energy sources are available to drive things like cryovolcanism or cloud formations far away from a star
  17. For me, I'm still very hyped but I'm no longer anxious or fearful now that we have a release date. Plus my worries about physics bugginess have been partially allayed by the recent in game footage of rovers and landing legs. As as result there's less need to hyper-analyze every scrap of info about the game on the forums. This is a good thing.
  18. I like the set of mechanics you laid out here, basically requiring engineer(s) and time to convert resources. Perhaps this could simply be rolled into the "refining" process, where it could be possible to attach various conversion / factory parts to spaceships as well as colonies. I could imagine cooling down refined fuel to cryo levels being a normal part of a colony production chain, which could also be available on spacecraft willing to pay high mass/energy penalties of the equipment.
  19. The name of this phenomenon is Brandolini's law for anyone interested.
  20. This would indeed help with learning, but it may not be the best use of the KSP2 team's resources when there are easy ways to stream over programs like discord. Perhaps the effort should instead be focused on making KSP2 play nicely with external apps for streaming, video capture, voice chat, etc rather than implement these features itself. I often play various games with one other person and we just share our screens and pull up the other person's stream on a second monitor, so I can confirm that this helps with learning, even when both of us are past the noob stage.
  21. That explains why the Soviets put so much effort into the Venera missions...
  22. This is a great idea, this adds a sense of accomplishment for games I've played that has this. I can think of at least 2 different types of timelines that would be nice, and they could be implemented together or individually. Event based - Timeline of unique hand-picked events like landing on the Mun, founding a colony, reprocessing your first unit of fuel etc. Similar to the timelines in Civ 6 Gathering Storm Metric based - Various quantitative graphs like resource wealth over time, number of kerbals in your agency, farthest distance from Kerbin etc. Similar to the wealth graph in Rimword (although KSP2 won't have currency) One nice side effect of this is it may subtly discourage excessive time warping, and encourage efficient overlap of missions, to keep timelines "pretty" with fewer large gaps. Alternatively, separate graphs could be made with "kerbal time" and "human player time" as the x-axis. Would be interesting to toggle the two and compare.
  23. I don't know... there is at least one dedicated composer for KSP2 (can't remember where this was confirmed, but I believe it's been mentioned briefly in a feature video and somewhere on the forums). With a dedicated composer, it seems feasible that KSP2 could have unique/themed music for each celestial body. Even if tracks aren't tied to locations, I think it's safe to expect multiple high-quality soundtracks with this game.
  24. I remember someone (Nate?) mentioning how the KSP2 team was using procedural wings to create racecars and later we actually got to see one such creation in the 2022 PC Gamer interview. This was nice.
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