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KSP2 Release Notes
Everything posted by Vl3d
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Like I mentioned before, there are FLAVORS of KSP 1, so called spin-offs created through mod packs. I never said warfare should be stock, that's just a theory @GoldForest came up with. As I wrote above: There are 5 ways to experience the simulation, each could be (and actually is) its own game. A: Interstellar / B: Realism / C: Warfare / D: Roleplay / E: Grand strategy and city builder KSP2 is extending the concept of stock KSP1 with A+E flavors (and I hope they add a little bit of B also). B is probably going to be left to the modders. There's a chance D will be a new game Intercept will make or is making. C should definitely be a standalone game.
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It's beyond the scope of this discussion, but KSP Warfare will always be a flavor of the game when the right mods are added. It's an important part of the community that should not be frowned upon or ignored. There are mods, cinematics, competitions for KSP Warfare Mode / Flavor. Even Scott Manley is supporting it. Some of us play stock, some RO, some prefer Interstellar and planet packs, others use IVA Mode and VR or want to fill the K system with bases and stations. Some even want to build weapons and go to war. We are all different, we like flavors of the game, we mix it up. The point is that stock should have SANE DEFAULTS and difficulty options to add a few missing features to the game for balance reasons. Excepting the visual improvements which I won't list here, who can really argue against the concepts of these mods being stock with difficulty toggles? They can make the game a lot better for whoever wants to use them - and we should not go searching in CKAN to find these features.
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Look, I don't care if they only make a big lake under the ice that you can access through a crevasse instead of a planet wide subsurface ocean. You're missing the point insisting on the "technical debt". What the OP is talking about is underground / underwater exploration and finding interesting stuff. I don't care about discussing HOW. We just want the experience in the game some time in the future. I am not arguing against you.
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Timing Events?
Vl3d replied to Kerbal123_Furry's topic in Prelaunch KSP2 Suggestions & Development Discussion
There are a lot of cool ideas for timed events floating around - asteroid / comet impacts, tsunamis, dust/snow/storms, land slides, avalanches, cryo/volcanoes eruptions, earthquakes etc. Some of these should be discovered / announced ahead of time so we can set up missions to observe them. Others should be a surprise. -
What I would love to see is a lot of rovers coming and going, a lot of rockets or planes taking off - all of them controlled by the delivery routes system. And of course that means.. tracks on the ground and roads.
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I added some more stuff, but I think one of the important ideas is using utility EVA tethers as ropes to rappel down cliffs. Also in the latest gameplay videos the rover wheels do not kick up dust (rooster tails) and do not leave marks on the ground. Footprints should be visible also. It's an important details for the mood of the game. Vehicles and suits should become dirty and look worn out.
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New Specializations
Vl3d replied to Peculiar Harmony's topic in Prelaunch KSP2 Suggestions & Development Discussion
Medic: improves life support etc. -
You believe PC Gamer journalists get all their information from my forum posts? Think about what you're saying. There are obviously leads and sources that point to that possibility for multiplayer.
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Imagine a very tall vertical cliff face. High above there's a small cave entrance which leads to a network of tunnels that take you to a huge cavern which has a deep underground lake. And there at the bottom you discover... You see what I mean? Gameplay value. @Ghostii_Spacecould you pass this idea along?
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I've expressed my opinion on the subject in the past. KSP is not 1 game, it's 5 in 1: A: Interstellar B: Realism C: Warfare D: Roleplay E: Grand strategy / city builder The OP likes game B. Each flavor has it's followers. I want all of them to flourish with the addition of multiplayer. And I agree that the stock game has progression and balance issues. I started playing a 60% Science stock save and in 2 hours have unlocked almost all the tech tree and have too many parts to know what to do with. A slower progression encourages creativity and allows you to learn the parts and the mechanics. But "career mode" is not the best way to store things down. Adventure, learning, discovery - that's the best payoff and motivation. That's why the KSP2 celestial bodies should be dense with anomalies and vistas, to repay curiosity either you stay on Kerbin or leave. KSP1 is nice for physics simulation and lego gameplay, that was the dev focus. But the WHY is missing. PS: I love Simplex Kerbalism features! Useful mini-game science, testing, redundancy, life support - all important. Have them in stock as difficult settings and have multiplayer servers with different levels of realism / difficulty. Play / join the one you prefer.
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What do you mean "little gain"? Most of the moon's of Jupiter and Saturn probably have underground oceans. Not to mention the caves, underground lakes and lava tubes on Earth, Mars etc. And who even knows what we'll find on Titan! Maybe it's not an Early Access feature, but underground and underwater exploration should definitely be a later update or DLC. It's as important as weather! PS: We should take a look again at the graphics technology in modern games. We're going into voxel territory.. and still we don't want at least some caves for KSP2? Come on...
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Can kerbals get a tan? Or dirt on their face and suits (Mun dust)? Can they grow a beard?
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I sent you a PM with the log. Thanks for your time! I also wrote in the Kerbalism thread, maybe the issue is there.
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@theJesuitcan you please check if relays are working in the game? My ships don't connect to them (HG-5), not sure if the issue is with Kerbalism Core or the config.
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KSP 2 Multiplayer Discussion Thread
Vl3d replied to Johnster_Space_Program's topic in Prelaunch KSP2 Discussion
This video has a fun multiplayer feel.- 1,629 replies
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Finding and visiting an anomaly or a place with a beautiful vista or planting the flag on the tallest mountain or deepest crater is my main motivation for playing KSP. For me and probably a lot of other players that's what the payoff is for the effort of designing, testing, building, flying and landing. And I don't want to take in everything with a probe or rover (these should have visual limitations) - the full experience should be available "through the eyes of a kerbal". The reason for this post is that in most dev videos and posts it has been hinted that we are going to get a lot of interesting places to visit, crafted by the environment and creative teams. But we have seen nothing specific. Please add a lot of amazing content to discover and spots to travel to in the game - also to the stock system on EA release. There's so much potential and KSP1 really missed the target in this regard. Somewhat related topic:
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Vl3d replied to Gameslinx's topic in KSP1 Mod Releases
Just want to say thank you for this mod! The collidable scatter is a game changer, I love how you have to think about where to land and what path to navigate with a rover. Also for someone who has already discovered every anomaly in the game, it's nice to go visit something new. I think discovery is the motivation for a lot of players.- 3,166 replies
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There are some new job posting containing some relevant information about the team for the new unannounced stylized science-based adventure game coming after KSP2: Senior Narrative Designer: "content and systems designers to deliver stories and characters that come alive in the game world ... build a lighthearted universe, layer a story that takes players on an adventure where any problem can be solved creatively, and provide compelling, universe-consistent grounding for gameplay systems". "Interest in space travel, and science in general." https://careers.take2games.com/job/4723532?gh_jid=4723532 Senior Systems Designer: "players will build and command vehicles to interact realistically with the universe". "Passion for sandbox and builder games. Curiosity about rocketry and space travel." https://careers.take2games.com/job/4723530?gh_jid=4723530 Senior Technical Artist: "An understanding of game art rendering and lighting pipelines, including HLSL shader coding experience. A high level of familiarity with Houdini or an industry-standard equivalent." https://careers.take2games.com/job/4655685?gh_jid=4655685 Senior Environment Artist: "Establish worldbuilding pipelines and build out environments for stylized science-based games ... environmental storytelling. Create environments that not only look beautiful, but are deeply tied to gameplay. Translate the game’s visual design language into explorable worlds". https://careers.take2games.com/job/4537951?gh_jid=4537951 My guess is that it's set in the Kerbal universe (doh). They're looking for experience in either Unity or Unreal, Houdini.. so it must be 3D-ish. I've got a feeling the franchise is all going to be way bigger than some of us expected.
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Does anyone else have issues with relays? I put three satellites with HG-5's in equilateral keostationary orbit and I still have probes without signal in the areas between DSN bases when orbiting ~80 km. Am I doing something wrong? Also another person with relay problems: