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KSP2 Release Notes
Everything posted by Vl3d
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CM: No plans in the future to lock SAS or maneuver nodes behind progression
Vl3d replied to Vl3d's topic in KSP2 Discussion
Radiation poisoning, zero gravity bone density damage, not enough habitation space.. -
Nah man, we'll get to discover a mysterious new distant planet full of ruins of an ancient civilization.. guiding us to DebDeb.
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CM: No plans in the future to lock SAS or maneuver nodes behind progression
Vl3d replied to Vl3d's topic in KSP2 Discussion
The reason those are so light is because they're accelerated using lasers. Solar sails and radiation pressure is not planned to be a thing in KSP before 1.0. I don't care if skill experience is in the game, but it would be absurd if classes like Pilot, Scientist, Engineer, Medic are omitted. -
Nate Simpson at Space Creator Day talks about KSP 2.
Vl3d replied to RayneCloud's topic in KSP2 Discussion
And testing + redundancy. -
Precise maneuver node editor (suggestion)
Vl3d replied to Kerbal Koin's topic in KSP2 Suggestions and Development Discussion
It's ok, although i see you want to slip autopilot in sneakily (that should be a separate subject). Problem is that this is just like the old KSP1 system, with the manual sensitivity. It's a chore & finicky. Can you find a way to innovate? Why can't we pull on or scroll on the existing SAS direction icons instead? And clicking >>> again should warp to 5 second before maneuver burn time. -
CM: No plans in the future to lock SAS or maneuver nodes behind progression
Vl3d replied to Vl3d's topic in KSP2 Discussion
The difference are negligible: 5 / 10 / 20 / 30 for EC and something like 0.1 / 0.4 / 0.5 for internal reaction wheels. Basically the only significant differences between a HECS and an OCTO are the number of sides, 10 EC and 0.1 torque. Am I crazy in saying they could just delete one of the probes? -
CM: No plans in the future to lock SAS or maneuver nodes behind progression
Vl3d replied to Vl3d's topic in KSP2 Discussion
I mean to say how do you differentiate between different probe models and between pilots with varying experience levels? -
CM: No plans in the future to lock SAS or maneuver nodes behind progression
Vl3d replied to Vl3d's topic in KSP2 Discussion
Ok, but how do you differentiate probes and pilots then? Are pilots and kerbal classes even going to be in the game? -
<Q> will the SAS functions and maneuver nodes be unlocked progressively like in carreer KSP1? <A> not in For Science! and no plans in the future to lock SAS or maneuver nodes behind progression https://discord.com/channels/1039959585949237268/1039965578754007060/1169414289686286346 ... So this means all probes have access to all SAS functions from the start? That makes it harder to differentiate them. Also doesn't that mean we're not getting Kerbal Pilots experience progression? Also not having all SAS function from the start was a good way to make the player learn to control the NavBall.
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Nate Simpson at Space Creator Day talks about KSP 2.
Vl3d replied to RayneCloud's topic in KSP2 Discussion
Sending a kerbal on a years long mission around the sun with just a capsule, solar panels, a fuel tank and an engine is not realistic or engaging enough? (I hate not having something that makes me feel the difference in distance between a flight to low orbit and a flight to Kerbal orbit, it just feels incomplete, I can't play like this.) -
Blackrack's got it locked down. He's been delivering ultra HQ stuff for years. See the resemblance? When we see this in KSP2 I promise I'll jump a little.
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Not much to talk about - it looks stunning. I'm excited for the new way Kerbol is rendered.
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K.E.R.B. Feedback Megathread
Vl3d replied to Dakota's topic in KSP2 Suggestions and Development Discussion
The only issue I see is that when the bug reports get archived, a lot of them are lost if the QA team did not register and save them in their internal system. It's difficult for players to recheck all the previously reported bugs and resubmit them. Ideally every bug should get an UID from QA so we know it's been seen - that way even if a bug is not resubmitted, at least we know it's lost. -
Nate Simpson at Space Creator Day talks about KSP 2.
Vl3d replied to RayneCloud's topic in KSP2 Discussion
Your do what?! That makes no sense! Bad TWR, very heavy. -
Nate Simpson at Space Creator Day talks about KSP 2.
Vl3d replied to RayneCloud's topic in KSP2 Discussion
It might not have depth, but it's striving for generous girth. -
Yes but change the title then - i'm on Nvidia so I don't think it's related to the GPU.
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Nate Simpson at Space Creator Day talks about KSP 2.
Vl3d replied to RayneCloud's topic in KSP2 Discussion
Sounds great! And also don't forget kerbals dying from radiation instead of having life support. How does this compare to simplified heat flux? -
Nate Simpson at Space Creator Day talks about KSP 2.
Vl3d replied to RayneCloud's topic in KSP2 Discussion
I would have thought that engines overheating while operating and then exploding would have caused more controversy than simplified heat flux. -
Why has the UI to be so ugly?
Vl3d replied to tomkpunkt's topic in KSP2 Suggestions and Development Discussion
Pics? -
Suggestion: Tone down the purple on Eve
Vl3d replied to Periple's topic in KSP2 Suggestions and Development Discussion
Eve is in good hands. I trust everything blackrack and the team is gonna do with the planet atmospheric visuals. I'm sure there are going to be a lot of improvements. -
Nate Simpson at Space Creator Day talks about KSP 2.
Vl3d replied to RayneCloud's topic in KSP2 Discussion
Mod installs and prestige speak for a large number of players. -
Getting ready for that blackrack magic: And waiting for:
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Oh, I thought the game used 13 font styles, not just 3.