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Vl3d

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Everything posted by Vl3d

  1. Auto-adjusting fairings should at least be an option. Vote here:
  2. @Nertea I second this. The system of building fairing by dragging arrows is super clunky and slow. But.. don't redo the old system. Instead, make the fairing auto-size to cover the payload, so the rockets look nice.
  3. Thanks for the constant updates! Kerbalism would not be the same without it.
  4. Thank you for the kind words. I'm always around. I'm sure the whole gang is.
  5. @The Aziz, @Stoup, @Royalswissarmyknife - I have not played the game since launch. I've been waiting for a good patch to fix most of the big bugs so I can have fun. Think I should try it now or wait another round?
  6. So should this new patch be the one that finally makes the game playable?
  7. Or maybe multiple ways to navigate the tree - like building an RPG character / play-style. I feel like everyone should be able to build their own signature space-craft families, also contingent on available resources. I want my stuff to be unique.
  8. That's not a valid argument IMO. Rocket planes are as much of a rocket as a vertical take-off vehicle. Besides, it should actually be Kerbal Aero-Space Program. And planes in KSP2 are super easy to design and fly. What I'm arguing is that sounding rockets should come first, then manned rocket planes, then probes and after that the manned vertical stack rocket.
  9. So a very small rocket (sounding rocket) with a probe on top first, instead of a medium rocket with a manned capsule on top like in KSP1? But why not a manned rocket glider before a vertical takeoff manned rocket? That's how it was done in real life.
  10. I thought that the general consensus was that unmanned tech and exploration should come before sending kerbals out, like in real life, but I think we need a poll. I also added a question about the progression for aircraft and rocketry. All these are very important for the incentives structure of the game for the Science mode update. It's a major game design decision to make the player explore by sending probes first like in real like or limiting utility of probes because of lack of control. Especially because there is the lack of limitations imposed by life support, which would have made progression more natural by incentivising unmanned missions. Also I reached the limit for the number of questions, but do you think tech progression should unlock the smallest rocket diameter first or should miniaturization come later in the tree?
  11. Some visual effects of static on screen when signal is low could be cool. The point is to communicate mission state in a more intuitive way, give the feeling of tech progression and also inventivise the player to come back for more exploration rewards.
  12. That's a good argument, but still there should be extra incentive to send a manned mission. I think that seeing everything at the max visual quality while landing a cheap probe takes away from the impressive experience of landing a crewed mission and seeing the planet in all it's glory. I for one think that the low-tech probes should not spoil the environment visuals from the first encounter.
  13. This is not a new idea, but I really think it's important for creating incentives to explore and rewarding the player for making progress. IMO it would improve gameplay if everything would not be revealed to the first low-tech probe missions and the image quality for telescopes / cameras / free-view would progressively change from grainy black & white / sepia / VHS etc. effects to beautiful natural images when seen during a manned mission. I'm really curious about your opinions. Inspired by the Hullcam and MovieTime KSP1 mods (and real life).
  14. I feel like I missed all the fun. And besides heat, bug fixes, better terrain and science updates.. you guys also forgot about the buyoncy update that's supposed to fix the water and add some ship parts. The team is working on a lot of cool things.
  15. It seems you're right. The mood has degradated. But fear not - Starfield is coming!
  16. IMO there's a lot of work done that's not visible. All features have prototypes implemented. It's not like they haven't started work on Science, Colonies, Resources and Interstellar because they're strictly focusing on bugs. They're developing in parallel, fixing all the bugs progressively as they finish up for the Science launch. Besides we have KSP1 which is still getting new cool features from modders - we can play that and other games while we wait. Some forum members know that I had really big expectations for the EA launch. But I played it for 60+ hours, reported all the bugs, created the Unified Wishlist, adjusted my timeline and went on with my life. I will return to the game when there's new content to explore and when I can have more fun. Actually, I'm happy seeing the work of @blackrack for KSP1 weather coming along - that's a very important direction for the game and I'm sure it also motivates the KSP2 team. As for my hopes for multiplayer as a persistent universe with parallel/sequential gameplay, I had to adapt and sacrifice them for a few years. We work with the lemons life gives us.
  17. All the colony sim stuff is great, but what I'm really looking forward to it having to build all the trucks, ships and aircraft needed to transport resources using delivery routes. I mean, it's going to take a lot of iterative creativity to make good, efficient, big trucks and such.
  18. And what can we do, eh? Can we make the game by ourselved? No. So we just have to wait and hope for the best. And believe me, no one had bigger hopes and dreams for this game than me. But I'll never give up on it.
  19. I feel like, because we've been bogged down by bugs and a lack of visible progress, we have forgotten the dream of what KSP can be. That's why I invite you to imagine our destination and add ideas to the basic game loop described below. - explore the basic design, engineering, testing and planning methods needed to master transportation on land, in the atmosphere, at sea, under the sea, in space; - do cool science experiments to unlock new tech and find out more about the Universe; - achieve orbit, send probes and landers out to explore moons and planets, marvel at the vistas and the alien weather, find anomalies; - design orbiters for terrain & resource discovery and mapping, make satellite comms networks, build telescopes, complex science space stations, fuel depots; - use all this infrastructure to send modules for the first colony and set up a logistics system to sustain it while setting up ISRU modules; - every craft is our creation: engineer and reuse designs for lower and upper stages for rockets, build SSTos, rovers, planes, helicopters, VTOLS, floating ships, submersibles etc. to explore and mine resources on every celestial body; - grow the first colony, make new ones, focus on orbital construction to eventually build my first interstellar ship; - use all the best craft designs to prepare and maximize my chances of success, set off towards a new star system, start exploring, doing science, building again; - from time to time there should be unexpected events that require the player to design unique missions - like deflecting a threatening asteroid, observing a cosmic event (like a comet crashing into a planet or a supernova), engaging in a space race with a rival agency, saving crew, exploring a derelict ship or abandoned location, building a tourist colony at a place with a great vista, improvise a mission just to have fun with kerbals etc. - avoid the grind by being able to automate repetitive tasks, always be motivated by uncovering new content and mysteries, making discoveries, learning new things, solving new problems at each step; - care for my kerbals, develop bonds, find out new things about their civilization and be fascinated by them all the way throughout the game. Did I miss anything at the highest level?
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