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Everything posted by Vl3d
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Is that a procedural length tank?! And I love that the hold-down clamps finally fully retract out of the way.
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Just land somewhere else and avoid the area. It's completely normal to have areas with a lot of collideable scatter.
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And elevators with cables that are 3 meters too short.
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If either way is acceptable, the regular legs first according to the pods orientation. But if it's in space is that really climbing?
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Vl3d replied to Vl3d's topic in Prelaunch KSP2 Discussion
Just think about what sounds like an accurate description of the situation: strip-trolling or strip-teasing? Only one of them can get you hyped. The other one just makes you angry. -
How do we do that?
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Guess that's another thing to test on day one.
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1. Craft / (sub)assemblies should be saved globally, individually, stand-alone, separate from workspaces. 2. Workspaces should be collections of craft/ (sub)assembly objects. This way you can edit a craft or assembly and when you save it all changes / improvements cascade in workspaces that contain said object. So you don't have to constantly switch workspaces to find the latest iteration of an object. 3. Also craft should be collections of stand-alone, labeled (sub) assemblies, each containing their own action groups and staging sequences. Any craft should be easy to separate into the (sub) assemblies it's made of. 4. And we should be able to launch / test any sub(assembly) or craft from a workspace very easily, with the click of a button.
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This post is simple and can be very useful for everyone. Seeing the new parachute physics made me think that maybe the physics systems got a lot of attention for KSP2. Please come up with ideas of what and how to test in KSP2 to see if the STOCK physics simulation quality is improved. I will start with: 1. Air intakes should not have the same drag coeficient as nose cones. 2. How slippery the ground is (for wheels and landing legs) should depends on the material it's made of (not only on the gravitational acceleration). 3. Test wheels. 4. Properties of a part should vary according to where is placed, not according to where it's initially attached. 5. Clipping tanks and pods together should account for combined external surface, total internal volume and the weight of the walls: A clipped with B = A + B - (A intersected B) 6. Materials strength should be more realistic (don't take into account only G-Forces and pressure). 7. Very wide fairings should not be viable (atmospheric drag should apply greater resistance). 8. Any part that's floating in the air should require structural support (struts). 9. We should not be able to visibly pull apart two parts (like docking ports). Parts should not visibly compress and auto-clip into each other under high acceleration. 10. Climbing ladders orientation should account for the direction of gravity (no more going down the latter upside down). 11. Lack of persistent rotation. 12. Clipping craft into each other when time warping. 13. Kerbal surviving high speed crash by jumping out of craft at the last second. Test collisions in general. 14. Test the stacked decouplers exploit and other kraken drives. What other tests could we do day one?
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They are always on the goo.
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Vl3d replied to Vl3d's topic in Prelaunch KSP2 Discussion
All I want is for this game to sell well. It's the only thing that can help us have all the features we wished for in the future. -
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Vl3d replied to Vl3d's topic in Prelaunch KSP2 Discussion
Teasing? I see that we're just waiting around for a screenshot every 2-3 days. Even those promos are mainly for Discord and TikTok. Right, whatever. Let's just get through these final 10 days of waiting. The pre-release marketing "campaign" is something I don't ever want to think about again. -
I have never suggested this. I told you that you have a certain idea in your mind and you're projecting it here. First of all I'm talking about space races vs AI here, not PvP multiplayer. I suggested only doing a mission then saving it's milestones to the main timeline, after which you would return to right AFTER that mission was launched (if you choose to). No editing missions you already completed.. because that would probably reset the recording and you would have to redo it. Also you can do that using quickload. And for multiplayer, like i said in a previous post.. you could have construction time, resource requirements and also a certain real world timer to prevent users doing the same mission 100 times just to get better results. It seems to me you're finding problems just to have arguments why "it can't be done". Trust me, it can be done.
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This thread is not about multiplayer. Also, all interactions in multiplayer should require approval / consent. Otherwise it's sabotage.
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Vl3d replied to Vl3d's topic in Prelaunch KSP2 Discussion
I guess your sarcasm got that photo deleted from social media. /s -
You didn't really explain why you think the system I described wouldn't work. I think you have a certain idea in your mind and think what I'm describing is like that. There are multiple solutions to the colony building problem (A builds / lands a colony at T1, B arrives faster and builds / lands a colony in the same place at T0). As long as events are placed on the same timeline, the system has the necessary information to prevent any paradoxes. Both A and B can be prevented in building there depending on what you prioritize - first one to get there using in-game time or first one to record there using the mission milestones. Yes, main timeline gets copied to mission timeline (and updated if needed), mission milestones are recorded and then at the end of the mission you can choose if you add then to the main timeline or just discard the recording. Any conflicts can be solved either by asking players for input or automatically. Think of it like Git, guys. Git works, it doesn't cause any paradoxes.
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Breathtaking..
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Vl3d replied to Vl3d's topic in Prelaunch KSP2 Discussion
Like I said, seeing the Main Menu for the first time is part of the experience of buying and playing a new game. -
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Vl3d replied to Vl3d's topic in Prelaunch KSP2 Discussion
Some players really enjoy seeing the Main Menu and hearing the music for the first time when starting the game. It's part of the experience and it's memorable. Put images in Spoiler frames by default so people have a choice. -
If you want to plan a rescue mission instead of reverting without recording the milestones to the main timeline, it's your choice.
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Some players really enjoy seeing the Main Menu and hearing the music for the first time when starting the game. It's part of the experience and it's memorable. Put images in Spoiler frames.
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Are you being serious? You expect players to actually install and use Discord? The game should have it's own voice chat system for multiplayer.
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Vl3d replied to Vl3d's topic in Prelaunch KSP2 Discussion
Tweet image contains Main Menu spoilers!