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KSP2 Release Notes
Everything posted by Vl3d
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Kerbal Space Program 2 Release into Early Access Feb 24th
Vl3d replied to Intercept Games's topic in 2022
I'm betting on something like the WoW requirements. -
Where's the conversation about the KSP2 scatter? I'm wasting time reading personal comments..
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Maybe wishlisted and followed are separate things.
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I actually bought NMS and only played it for about 4 hours. Can't stand the high contrast colorful visuals. But I just wanted to support the devs and show my appreciation for their efforts in saving the game and delivering a great product. I know that the KSP devs are trustworthy and I'm their side. But I don't see many people except modders (through their work) pushing for what this game can be. The standards most players expect from KSP are not good enough. "It's alright" is not good enough. This is one of the most influential games among intelligent and science focused people in the world, it has huge impact and potential. It has to shine like a beacon in the warp, like a candle in the dark. No they're not. Their technical implementation does not look right. They look like a performance compromise. They look like a white terrain layer with fixed values for transparency depending on peak height. They're flat underneath and look like mountains from above. There's no layering. Just no.
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If I could choose where I would fly my plane to relax, I would definitely fly it in the left image below.
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I put the plane in an image taken from here. (gorgeous!) Exactly.. it's a cloud terrain layer. Water looks like ice. Maybe that's the marketing strategy. Generating controversy and frustration first.. who knows. I'm optimistic, but I'm still waiting for the hype wow-factor.
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Yes, because I don't like seeing clouds that look like a layer of shaving cream PQS terrain. Need I remind you?
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I'm sick of talking about the clouds. They don't really look like the ones in the Trailer, do they?
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Thoughts?
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They're shaving cream. Kerbin has a date tonight.
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The base game should be ready and HQ. That was the whole point of EA and the delays, not for us to go bug-hunting.
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Finally a more clearheaded business opinion. And why not maximize launch sales?
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Clouds are improving, although some look like hazy mountain peaks. I can see a little bit of layering in the back. Parts look absolutely gorgeous, although there's some misalignment again. I'm not sure about the water, kind of looks like ice. Overall I like how the game looks, but the environment needs some more GPU behind it.
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With 3 weeks left before launch, this is the time to overdo it. Push push push the game, create hype. I can't believe we're so close to release and the main focus of discussion is if there's anti-aliasing and that the clouds look meh. Really, T2 and PD are big companies.. it's a successful franchise with 5+ mil. sales of the first game, they had collabs with NASA and ESA and Boeing. They have the adorable KERBALS! There's so much value.. and all we get is a few screenshots and no real details about gameplay and features. There was way more marketing done for the 2020 release strategy.
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1 screenshot with the graphics turned down every 2 days is not marketing. That's just the existing player base, that's not marketing.
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Decent number of wishlists on Steam, but consider that the game was announced ~4 years ago.
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Those are low numbers.
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Really.. where's the marketing?
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Definitely. I use Unkerballed Start. Default comms are OK. Unfortunately the Kerbalism Companion Calculator is broken now. Use AntennaHelper. But RealAntennas is better that stock antennas.
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If I think about it more.. I believe that branching off mission timelines is not even an issue, considering that even during a mission you're on the main timeline but warped in the future. There are really no alternative timelines, just recorded events that get added to the main timeline and the possibility of going back to a point in time before the events take place. If interacting with / taking control of craft resets the future events recording, that would mean that also any future events from other missions that interacted with the craft get deleted from the point of interaction onward. So if you take control you only have to redo the parts of the missions for which casualty changed.. but you still have the milestones up to that point recorded on the main timeline. Nah, no disappointment, worst case it's groundwork for future game updates or mods. Best case.. devs already thought this through and implemented it.
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Give the complete quote. It was just a very short extra comment about having reversible time zoom, a thought experiment. The reference to KSP3 was a joke referring to the complexity of having reversible rigid body array physics.
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I've taken it one step further. What if in KSP2 we'll be able to time warp in the direction of the past also? It would develop the F5-F9 mechanic. Of course it's not a major improvement of the OP idea, just streamlining. This one I would recommend for KSP3.
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And I would like to add something else: this system works very well with other features like construction time, radiation damage and parts wearing out.. because you can always time warp during missions without paying the price of permanent failures. I'm not saying these will be stock, but they could be difficulty toggles.
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If this is how KSP2 works it will be mind-blowing. And the feature should be included in the EA release from the beginning. I really wonder if they also worked on AI agencies that you can have single player space races with. I hyped myself up!
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Mission A ends when craft A is landed on Pol (the digger). Revert (which places the events on the main timeline) and do mission B which ends when the return booster arrives at Jool and is filled by the digger/refinery. Revert again and send the crew. While doing the crew journey the main timeline events take place and you find the fully fueled return booster and the digger there. Finish the mission by landing the crew back on Kerbin. Revert again. So you launched 3 missions using the same Jool transfer window. Everything from all missions has been recorded and placed on the main timeline. Each mission recording was added to the main timeline after you reverted time for each. Everything will happen in the future as you played it. No limitations regarding docking during missions. Interactions reset the craft recordings from that point forward. New events are recorded. Missions branch out from the main timeline but the future events are copied to the mission timeline. When reverting the recorded events are placed on the main timeline. If you don't revert (there should be a choice), the mission timeline becomes the main timeline.