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KSP2 Release Notes
Everything posted by Vl3d
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I think I'm gonna find it first.
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Gizmos for procedural parts
Vl3d replied to Vl3d's topic in Prelaunch KSP2 Suggestions & Development Discussion
Okay, hope it will not be confusing and I can easily pick between two arrows that have the same color. Opinions about the procedural (parts) wings gizmos? -
Yes, it's great. They should have weather, climate and seasons also (at least visuals).
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Methalox Fuel Ratio is wrong.
Vl3d replied to Tweeker's topic in Prelaunch KSP2 Suggestions & Development Discussion
4:1 sounds right to me for tank proportions. -
Right now the size and shape parameters of the procedural wings are controlled through sliders in the Part Manager. It would be great to be able to control them directly using gizmos that pop up when selecting the wing. Just like we have for position and orientation (which by the way.. I think the color coding should be different for rotation and position).
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Using CKAN download the Simplex config and not the default one.
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So.. during the interview with Matt Lowne, Nate said that multiplayer will be: 4 agencies on Kerbin with max. 4 players each. There will be asynchronous gameplay, but also concurrent (so you can fly and drive together). Agencies will either be allies or competitors. It seems grieving will be allowed. So, for now, the 1000+ players MMO part of my suggestion is not possible. Hope the rest of it will be fun when we get multiplayer!
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KSP 2 Multiplayer Discussion Thread
Vl3d replied to Johnster_Space_Program's topic in Prelaunch KSP2 Discussion
Right.. Nate talked about 4 agencies on Kerbin with 1-4 players each. That confirms 16 multiplayer. My 1000+ players MMO dream ends here (for now). But I still hope for the gameplay to allow all the fun things I've imagined.- 1,629 replies
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KSP 2 Multiplayer Discussion Thread
Vl3d replied to Johnster_Space_Program's topic in Prelaunch KSP2 Discussion
I suggest you read all the 65 pages of this thread.- 1,629 replies
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This is what you're looking for. I agree with keeping the chain simple in stock, only [raw materials] -> [parts / buildings], without intermediates. Everything should serve exploration. But I'm very curious about the logistics management interface. It's there any example that would be well suited?
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I eagerly await to see the creative technical solutions the dev team found for the game. I'm excited about exploration and the exotic beauty of the celestial bodies. And I'm hopeful that multiplayer will have a persistent universe ever we can all build and play together.
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KSP 2 Multiplayer Discussion Thread
Vl3d replied to Johnster_Space_Program's topic in Prelaunch KSP2 Discussion
Article about multiplayer: <<<"When you are playing with other people and they're aligned with you and your space agency, you'll be able to share technologies, craft rockets, and things like that," Simpson said. "So that you could, for example, work on different components of the same rocket. I could specialize in landers, my friend could specialize in rovers, and someone else could specialize in stages." Simpson said that he doesn't know how players will use the new multiplayer functionality, as the community has played the game in unique and unexpected ways before. Kerbal Space Program 2 is a complex game with sandbox mechanics, so he believes that much of the multiplayer experience will be asynchronous. "I'll sit down for an hour and I'll work on building up a colony somewhere and then when my friends come check in into this to the same [server], they'll be exploring and then they'll see [that I've made] a colony over on Duna," Simpson said. "Maybe they check it out and drop off some resources for me and we can help each other out by flying resource missions to different places and delivering them to the same colony. It's that sort of thing where we're all kind of working together to build out a civilization." Intercept Games doesn't plan to include any combat systems, so don't expect to launch an assault on a rival space agency's colony when multiplayer first launches.>>> https://www.gamespot.com/articles/kerbal-space-program-2s-multiplayer-will-let-you-have-full-on-space-races/1100-6511655/ Well if the experience is asynchronous.. then it's possible to have a lot more players than just 16.- 1,629 replies
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KSP 2 Multiplayer Discussion Thread
Vl3d replied to Johnster_Space_Program's topic in Prelaunch KSP2 Discussion
If that's what the devs decide to implement, I will support it 100%. But... there's a big difference between "what can be implemented" and "what the game could be". I came up with some ideas and solutions for a large scale multiplayer KSP, I always described what KSP could be in my vision. If it's not that.. I will enjoy the game just the same. The important aspect for me is the community and the dev team has been exposed to ideas about KSP having a persistent universe where we all build and play together. And I have a simple question. If there are only 16 players per hosted server... who will you - the KSP player - play with? Because I don't have 15 friends that play KSP.- 1,629 replies
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You might have to send each ship up once, and then have that run automated. That would mean that if you want to transfer 2x the resources, you would have to do 2 initial transport runs.
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You will have to build a lot of trucks and boats too.
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I don't think it's going to be simple. I think there will be a moderately complex extraction - processing - storage chain also, because the colonies system is a construction game onto itself that seems to be getting a lot of attention from the devs. The purpose is to have us link all of them together with our vehicles, to have logistic hubs with resources. Probably like a simplified Surviving Mars in space. I like all of these games.
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From what I gather from interviews (Nate and EJ_SA for example), mature KSP2 gameplay will have a lot of elements similar to Factorio / Satisfactory / Dyson Sphere Program. I have to say Factorio is one of my favorite games so I really appreciate that. I imagine that we will have to build our extraction / processing / transport vehicles and colonies and set up logistics networks using our creations. I have a hunch this delivery routes system will have its own management interface for automation. I think it's really cool because we'll be able to build "cheap" transports with basic materials we obtain and "expensive" exploration spaceships with more exotic elements. So basically we'll have to adapt to each planet and make the best designs we can (rovers, trucks, aeroplanes, helicopters, boats, rocket ferries etc.). There's a lot of reasons to design a new vehicle and constantly iterate. We'll always have something new to build or improve, even without contracts. But what I found a little bit stale about automation games is the lack of interesting end goals. I think it's a really good idea for KSP2 to have exploration as its main purpose. Discovering the planets inside a new star system and their secrets, entering the atmosphere and landing for the first time, doing scientific experiments, exploring interesting anomalies.. I think that this is a good motivation to "grow the factory". How do you feel about the construction and management simulation elements of the future KSP2? Any specific things you would want KSP2 to borrow from the other games I mentioned?
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Road up to the docks at KSC
Vl3d replied to Vl3d's topic in Prelaunch KSP2 Suggestions & Development Discussion
I asked for a road, not a lighter. -
Road up to the docks at KSC
Vl3d replied to Vl3d's topic in Prelaunch KSP2 Suggestions & Development Discussion
That's not the point. I want to drive vehicles onto the boat. -
My message is very clear. I personally do not care about anything else but having KSP2 be the best game ever made. I don't care about any arguments or hesitations. I don't care about your video card or your color preferences or what parts you want. I don't care about words anymore. This Friday is the moment you have to do your duty. For technology. For science. For space exploration. For the community. Support KSP and buy the game! No ifs, buts or maybes. Just buy the game. BUY THE GAME!
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Why aren't the Vectors HydroLox fueled?
Vl3d replied to Tweeker's topic in Prelaunch KSP2 Discussion
Guys, don't turn on each other. The most you can hope for is that your opinion is heard and taken into consideration by the devs. What actually gets implemented is 100% up to them. Learn to trust the devs choices, they have the game on hand and know what works well and what doesn't work with the other systems. Having the same person post 100 times because he wants it his way is just a waste of energy on the readers part. Also for interested parties on the subject of engines, answers can be found here: -
Change sizing abbreviations
Vl3d replied to Zozaf Kerman's topic in Prelaunch KSP2 Suggestions & Development Discussion
There is if auto-search while typing is implemented. Usually an "L" would list all parts starting with that letter instead of the size. -
Getting science celebrities involved. Good or bad idea?
Vl3d replied to mcwaffles2003's topic in Prelaunch KSP2 Discussion
Go to their channels, videos and streams and ask them about KSP.