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KSP2 Release Notes
Everything posted by Vl3d
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I'm glad to see a war game discussion - it's one of the main game modes for modded KSP1, it could be a spin-off with it's own identity.
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We're talking about two different things. Maximum dynamic pressure is missing or very small compared to the materials compression strength in stock KSP. This is a place for improvement. We should have an accordion failure animation. Most of the time you're going 1000m/s sideways and then you straighten it and make orbit. It's very weird, I don't like it.
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Kerbal Space Program 2 Release into Early Access Feb 24th
Vl3d replied to Intercept Games's topic in 2022
We've seen parts, but not integrated systems. There were parts already done in 2019, even more than we've seen recently. The cinematic trailer has parts. Mods have thousands of parts. It's not about the parts! We're in the dark about the actually requested systems. What good are parts if the physics range does not allow control of multiple separated subassemblies? -
Kerbal Space Program 2 Release into Early Access Feb 24th
Vl3d replied to Intercept Games's topic in 2022
You see the mess created in people's minds by the lack of communication? Just repeating the same old information from 2019-2020 over and over again and just presenting the KSP1 + Interstellar mods feature set without coming through with the real answers and solutions. It just created a tense environment on the forums where every argument is dismissed as speculation, where there are no promises made because of fear of not delivering. Not to mention the "may or may not exist" aspect of the internal betting board in the Intercept offices. What's the actual point of Early Access if everything is already decided upon or implemented? Bugfixing. So then if we strongly disagree with a way a feature is implemented, when can we give our feedback? Only during EA? Because I feel there's been a lot of interesting conversations and I don't see how they have informed the decision making process of the dev team. How can the game ask for community feedback only during Early Access if in reality the feedback had been continuous for years without anyone at Intercept talking about the actual implementation of the systems? Example: how will the delivery routes system be implemented? Will we see automated flights and driving or will it be just a resource bump from time to time? Such a fundamental unanswered question. -
I'll add my 2 cents to the discussion even though I don't have much experience with FAR. I can say this: I would like aerodynamic forces and aero / G stress to be more important. Rockets spinning in the air should break apart (leading to more emphasis on Aborts), some parts that are not aerodynamically protected should be torn off, Max-Q should be notified visually more clearly and have a greater impact on the ascent profile. Generally I feel that KSP parts / materials / joints are too strong compared to aerodynamic drag forces.
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KSP 2 Multiplayer Discussion Thread
Vl3d replied to Johnster_Space_Program's topic in Prelaunch KSP2 Discussion
The server just doesn't send you the filtered info.- 1,629 replies
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This one should stay separate as it is informational about the Road Map.
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KSP 2 Multiplayer Discussion Thread
Vl3d replied to Johnster_Space_Program's topic in Prelaunch KSP2 Discussion
The MMO part is the one that allows you to interact with any player on the server inside the same persistent universe.- 1,629 replies
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KSP 2 Multiplayer Discussion Thread
Vl3d replied to Johnster_Space_Program's topic in Prelaunch KSP2 Discussion
Colonies would not clutter up the surface. They would just be a way to let players add the requested cities feature. Buildings have enough room on the celestial bodies. If you're worried about seeing too many moving objects - I'm sure you could select only specific players (agencies) to view and/or interact with in map view. And the rest of the clutter could be hidden by only viewing active missions in the planets' real-time multiplayer bubble. Your issue can be easily fixed with filters.- 1,629 replies
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This article is very important - it contains a lot of cool information about the early access road map and how each feature stacks up on the previous one. https://www.pcgamer.com/kerbal-space-program-director-explains-why-colonies-are-going-to-change-everything-lays-out-early-access-plans/
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KSP 2 Multiplayer Discussion Thread
Vl3d replied to Johnster_Space_Program's topic in Prelaunch KSP2 Discussion
The game simulates a multi-light year universe with sub-millimeter precision and you're worried about some rinky-dink contraptions floating around Kerbin? Most of them would be hidden in your map view and they're pass through anyway. The important thing is that you can play with anyone at any time using the stuff you guys have already spent hundreds of hours building. And why shouldn't Kessler Syndrome be a thing in KSP?- 1,629 replies
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KSP 2 Multiplayer Discussion Thread
Vl3d replied to Johnster_Space_Program's topic in Prelaunch KSP2 Discussion
You can't really war with anyone because player craft and buildings would have to be pass through (or indestructible for colonies) unless you are working with / against that players agency. Requests to land / dock etc.- 1,629 replies
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Well yeah, at the end of the mission / journey you can also sync. But I would give up on the idea of Universal Time. It's mission time and public server time! (pun intended)
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KSP 2 Multiplayer Discussion Thread
Vl3d replied to Johnster_Space_Program's topic in Prelaunch KSP2 Discussion
It's OK, the planets are big enough! That's what KSP is known for, right? Huge planets.- 1,629 replies
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KSP 2 Multiplayer Discussion Thread
Vl3d replied to Johnster_Space_Program's topic in Prelaunch KSP2 Discussion
No it's not. Come on, all of us together - so we can see the crazy contraptions launching and zipping around in real-time instead of only on the forum, Reddit, YouTube or KerbalX. Come on, jump on board!- 1,629 replies
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KSP 2 Multiplayer Discussion Thread
Vl3d replied to Johnster_Space_Program's topic in Prelaunch KSP2 Discussion
The fact that you have to go through the resource gathering tech progression phase of the game to do anything. The game would just take too long for it to be a "let's knock down 30 minutes whenever you're free and see who can get the furthest" thing. What you're thinking about is a sandbox-only custom-rules multiplayer system. That sounds kind of.. empty. How about.. we all play together, but your agency can choose which other agencies it cooperates or competes with? Then you have the ecosystem you desire, but you're still in the persistent multiplayer universe.- 1,629 replies
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KSP 2 Multiplayer Discussion Thread
Vl3d replied to Johnster_Space_Program's topic in Prelaunch KSP2 Discussion
Yeah but having agencies with multiple players each compete with each other.. you kinda need a lot of time invested in that agency to be able to win a race. So if 2 agencies with 8 players in total decide to create a multiplayer game just for them and spend 50+ hours of real-life time for which they synced their schedules every time.. I'm saying players would have to spend a lot of time in a multiplayer game. So wouldn't it be better if the game allowed for centralized servers where there could be a lot of agencies (thus players) and where everybody played whenever they wanted (no pressure to play together real-time, everyone works for the agency when the can)? Isn't the logical conclusion something like a (mini)MMO where you roleplay the agency / craft / kerbals?- 1,629 replies
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I wrote some ideas in the OP based on the idea that when landed / when on the launch pad / when in orbit (on-rails) are cyclical or timeless states. Maybe its as simple as a "sync to multiplayer button" or maybe going to the Space Center or another building would update the orbital configuration to be synced to the one experienced inside the celestial body multiplayer bubble. When you think about it, you only care about a specific solar system configuration when doing map view things (like encounters). To allow you not to care about the non-continuity between missions the game can hide the Universal Time and allow you to easily warp to launch window when starting a new Journey / Mission. There are a lot of creative ways to hide the sync. IMPORTANT PS: Consider that in-game Universal Time is actually irrelevant, because player actions and what is built actually change the game state and represent the progression of time. So it does not matter how fast or often you warp, what limits progression is the amount of time spent by the players designing and building (Universal Time is paused in the VAB). So a player just starting out can find himself in a universe where other players have already expanded. He will still have to go though the exploration / tech progression steps. So starting at T 0 years or T 10.000 years does not impact gameplay. Which means that you can just hide Universal Time and put an emphasis on the amount of things players have built. And hiding Universal Time allows for a lot of hidden syncs.
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I guess that's how the tech tree will work - you unlock items with (hopefully related) science but only use what you have the resources to build. It's great for gameplay variation - it all depends on what resources you discover. So that means that exploration unlocks tech.
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KSP 2 Multiplayer Discussion Thread
Vl3d replied to Johnster_Space_Program's topic in Prelaunch KSP2 Discussion
I'll be the first to say that having intra-agency and inter-agency cooperative and competitive multiplayer gameplay does not confirm the MMO theory or the persistent universe theory or the solution for time warp. But... THE DREAM IS REAL! https://www.pcgamer.com/kerbal-space-program-2-is-going-to-let-you-have-competitive-multiplayer-space-races/- 1,629 replies
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Just adding some thought experiments. Oh, and thank you PC Gamer for caring about the idea of a persistent universe multiplayer KSP2. https://www.pcgamer.com/kerbal-space-program-2-is-going-to-let-you-have-competitive-multiplayer-space-races/
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If they release a trailer that's even more impressive than the first cinematic for KSP2 (music included), I'm going to be very happy.
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Electric Jets & Propellers
Vl3d replied to Dragorans's topic in Prelaunch KSP2 Suggestions & Development Discussion
I love the dream! Someone who actually has hopes and feedback about things that could be in KSP2, instead of wanting just a better KSP1. -
We need diverse explosions, but as important is that parts without fuel or pressure should have crash animations without explosions. Not everything should go boom like in KSP1. Rolling over a rover with 1 battery should not cause it to explode. Maybe just flare a little because of the lithium. Also I would love to see parts showing their age by looking worn down, to see parts disintegrating and melting, to see plastic deformation. And I would like to see more actual soil damage and permanent debris - on the ground and in space. So we start to actually care about the difference between deorbiting boosters and just blowing them up in the Tracking Station.
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Great launch guys! Don't forget to deploy the solar panels!