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Vl3d

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Everything posted by Vl3d

  1. There are definitely heating occlusion bugs.
  2. Aha.. well.. I learn something new every day.. I'll try that. But the SAS / stability / control algo is still jank.
  3. Worst of all.. the RCS puffs are very unstable, they never stop adjusting.I think the control algorithm is bad. It makes docking very difficult.
  4. If the discoverable is related to a rock and it's passive / doesn't do anything, then no.
  5. I don't think KSP 2 For Science! is easier than KSP 1 Science mode. The game is HARD bruh - I'm just happy I don't have to deal with a lot of game breaking bugs and play around the jank. But damn playing on 60%-80% science reward and the way the tech tree is balanced is a killer even for me (but I do like to play in a realistic way, without cheaty designs). I'm having a lot of fun .. I built a Tylo lander with up to Tier 3 parts.. total weight for the mission ended up being 2x my biggest current first stage.. so I drained the fuel, did orbital refueling and I HATE JANKY RCS.. in the end I did not have enough deltaV to go to Tylo so I decided to land on Gilly ........ with a fully fueled Tylo lander. You can imagine.. hilarity ensued.. I bounced around like a brick. Game is still janky, but damn I got addicted to KSP 2 badly. With colonies, resources and delivery routes... pfff.. having to think about what resources you have for what parts.. that's going to be crazy. It's actually crazy now with how progression limits you, but that will be next level.
  6. Yeah I saw that with the radiation experiment. It seems that science collection can't really be automated if it also consumes EC. We're stuck with the button click I guess.
  7. No, I did not. The celestial bodies need more interesting creative content besides biomes, oddly shaped rocks and resources. I've heard the "beautiful desolation" argument N times before. KSP is a game and it should be content rich and fun. The OP want to drive around with a rover on Duna and find something interesting every 10 minutes. What do you have against that? If you don't like exploring, do not. But OP and myself play the game for that feeling of finding something unique beyond the horizon.
  8. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 7600X | GPU: Nvidia RTX 4070 | RAM: 32 GB DDR5 Game freeze on loading screen when going to Mission Control after crashing on Jool. Included Attachments: .ipsImage { width: 900px !important; }
  9. I've heard about this game, it's called Kerbal Geologist Program, right? Ah yes, the great excitement of finding an oddly shaped rock. Makes me want to go explore right now!
  10. 1. You go there to get the thing to unlock new parts. 2. To look at barren wasteland. 3. What science? You press a button and hear a kling. Ah yes, the dream.. we were so young..
  11. What core part of the game? Clicking a button when it lights up? It's a useless forced action. Sure, transmit science manually so you manage EC. But actually collecting the science should be done automatically / passively, considering the lack of any experiment mini games except for "go there and press a button". The action of collecting science is a redundant click and should be replaced with notifications. Reviewing and transmitting science is the only mildly interesting activity.
  12. Please prioritize adding folders to the Workspace / Vehicle save window. The vehicles and thumbnails are starting to add up.
  13. The more I play, the more I realize that I really like the game because it reminds me of Starcraft 2. The more I play, the more KSP 2 feels like a big game that's just starting to spread its wings. The more I play, the more ideas for new missions and new vehicles. It's all about volume - play fast, dream big, go everywhere, build everything. Build, build, build! It's not a copy, it's a sample. You can split samples indefinitely.
  14. I think all science is copied between docked vehicles' science containers or is copied to a kerbal on EVA automatically.
  15. Yes there is: if you do something wrong, you don't progress in the game and you don't have fun. Let me give you two examples: I always build my first stage / LKO boosters before doing missions - because I just recycle and slap them on depending on the upper stage weight - quick and painless. If you design a unique first stage for every mission, the hard consequence is that you do not make progress and you do not "explore"; Solving the physics and accuracy puzzles - if you want to land somewhere with pinpoint accuracy on Kerbin, you either build a plane, a shuttle... or stacked landers (see below). If you don't build the right thing, the hard consequence is that you don't get there or you waste hours walking. The point is that there are many consequences - when you don't play the right way, you waste your precious time.
  16. I guess the vision is this: you explore and get some science points for new tech; you survey and find resources; you build the colonies and extractors; you build all the vehicles for the logistics network; repeat using resources; So that means we will have to build a lot of vehicles.. science vessels, mining equipment, transporters, colonies, interplanetary crew ferries, interstellar motherships.. build build build vehicles and fly exploration missions and set up logistics networks.. it never stops. So there's no time for the very small things we used to focus on in KSP1. We have to think BIG.
  17. I'm sure there will be realism mods. It's now becoming more and more clear that KSP 2 is meant to be played quickly: bang out a vehicle, use it for as many missions as you can, then on to the next one. There's really no time to get lost in the details - there's an entire interstellar civilization to build!
  18. I've played For Science! for quite a few hours and I think that, considering this minimalist implementation, science collection should be done automatically when the right conditions are met - without forcing the player to press a button. A notification that science has been collected or that there's an experiment ongoing would be enough. The only real use of the "collect science" button is that it shows the current location / biome. Data transmission should still be done manually, because it can drain all the EC.
  19. I'm having fun designing missions and building vehicles. That's the main gameplay loop and I'm focusing on that. Everything else is a minimalist reason to do it. There is no scientific exploration - the celestial bodies are the same wasteland they've always been, the "science" has nothing to do with actual science and it teaches you nothing. My opinion after 45 hours of getting science is that: I have to *go there* to *get the stuff* and then *bring it home* to *unlock more parts*. Do not expect more. I have to remember to put the science experiments on the vehicle and press the flashing button from time to time. Actually, I would automate it entirely - there's not point in manually pressing that button. It's only real use is to display the biome. If you don't bring samples back, you are wasting your life; Yup, that's "For Science!" in a nut shell. It's just another reason to design and execute diverse KSP mission profiles. So just don't focus on the science, there is no fun there. The more I play, the more I feel like the game really needs colonies, resource collection and logistics...
  20. Did you transport it or teleport it there? As for me.. I stranded 2 kerbals in Duna polar orbit. The Delta-V calculator for Nerv hydrogen engines is bugged. Later edit: Tim got them back.
  21. Why does the vehicle name change when I merge another workspace into my current workspace? Why can't I merge a single vehicle instead of the whole workspace? Why is there a vehicle name bar in the upper right in the first place? Because you always have to write the workspace name, the vehicle name and the description when saving. Why isn't the vehicle name specific per launchable assembly, so we can have multiple named vehicles in a single workspace? Why do we even need both a vehicle name and a workspace name? Can't one be generated from the other? Why don't we have folders in the save tool? Why do I feel the order of the workspace saves always changes? Why are the autosaved workspace thumbnails so annoying? Why are the workspace thumbnails so big? Why can't I press delete on the keyboard to delete a selected workspace?
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