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KSP2 Release Notes
Everything posted by Vl3d
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PLS add boat parts
Vl3d replied to awsumguy76801's topic in Prelaunch KSP2 Suggestions & Development Discussion
Yes to water / under water crafts. No to flags ON water, but yes to flags on the sea bed (first to plant flag in the Kariana trench for example). -
How does Starfield compare to KSP2 (ship & base building, environment, IVA, HUD)?
Vl3d replied to Vl3d's topic in The Lounge
There's a big difference between HAVING ANY and having THE BEST. You're arguing with your straw man. -
Weather and environmental visual effects
Vl3d replied to Vl3d's topic in Prelaunch KSP2 Suggestions & Development Discussion
Are you going to create that mod? -
Ok, after reading through the previous discussion I realize there's one thing that I mentioned in the OP that needs more explanation: integration of the visual scripting language with the Journey Planner (maneuver nodes), the onboard equipment, the control deck, the manned command center. Simple ideas (comms signal needed): 1. You create all the necessary action groups and the KAL recordings for the unnamed craft. 2. You set the destination in the Journey Planner and create all the necessary maneuver nodes BEFORE launching the mission. 3. You export the plan (1) with all the intermediary key-frame maneuvers as a basic script frame for the Kizzy editor. This way it's like you have access to high level MechJeb functionality, but you can work with it in the script. 4. In your script you also have access to all the action groups and KAL recordings and telemetry / sensors / other equipment. 5. You finish the script, upload it to the unmanned craft, send it. 6. If later you find a bug you can reupload the improved program (if signals are good). 7. You interact with the unnamed craft indirectly through a Unmanned Craft Control Deck, with UI elements integrated. You see the onboard cameras and all equipment data. 8. You are able to send direct commands only if you have a command center close enough so the delay is below a certain threshold. In this case you can control the unmanned craft in real-time. 9. You do your best, learn from your mistakes, improve the maneuver nodes and the script, upgrade equipment, send manned missions closer to the destination to have real-time control. I think this would be fun and it would expand gameplay. If not, it could be a very nice spinoff game or DLC. PS: Don't tell me it's too complicated. Have you played Paradox games? Also don't tell me you don't want to learn visual scripting. Have you played SR2? Programming craft is a great fun functionality even as an optional feature. Having comms delay is actually an emergent feature, it is a difficulty settings unlocked by what is made possible by an integrated scripting system.
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- delay
- communications network
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How does Starfield compare to KSP2 (ship & base building, environment, IVA, HUD)?
Vl3d replied to Vl3d's topic in The Lounge
I know this. In all aspects I trust the creative and technical decisions of the dev team and we're probably going to get the best game possible. I know that they have thought about all this already and made choices. But the problem of KSP2 is actually the opposite - hype is too low, promises very few. I want us to think about what this game COULD be until we find out what it actually is. Don't be worried about being disappointing - imagining the future is the most important thing. Someday there will also be KSP 3. Maybe all of these ideas could be implemented then. VR too. -
It's another controversial topic, but I know everyone is open to discussions, ideas and suggestions. So let's just assume that KSP2 will have a simple visual programming language like Vizzy in SR2 that also plays well with the Journey Planner. I think this would allow adding a feature (stock or as a dificulty setting) that would make the game even more interesting: (manned craft or ground support = command stations <-> unmanned craft) communication delayed by the light-speed limit of causality. Let's have an open mind and think about it. Manned craft would be controlled in real-time as usual, but it would take some time for scientific results to be transmitted to the network of colonies. This has a small impact on tech progression if experiments would also take time to run as implemented in Kerbalism. Besides, we can always time warp to get the science points. Manned craft would be even more important because they could allow the control of probes in proximity: this is motivation to create space stations, colonies closer to unmanned mission destinations. Unmanned craft would be pre-programmed, re-programmable and remotely controlled with distance-proportional-delay and using limited information (using data from hull cameras, telemetry, sensors, science and other instruments). This could also mean implementing a Probe Control Center, like an instruments deck similar to IVA view. Previous point means also that early in the tech tree only manned craft would be able to see a direct close-up real-time interactive detailed view of celestial bodies. So there would be a bigger motivation to send actual exploration crew and would ensure gradual discovery of celestial bodies. Unmanned craft would be useful but limited, dispensable, even launch-and-forget - not as important as manned missions. This means a faster rhythm of craft iteration and discovery. It really ties in nicely with reusable craft, logistics automation, and delivery routes system. I think the game would have a lot to gain from giving the player learning experiences: "I hope I did a good job and everything works, because it's out of my real-time control now - I just get the instruments info and watch the show" "I messed up the programming, but I will learn from the mistake and do better next launch" (just read how hard it was to send successful missions to Mars) "I learned basic programming" "I found a mistake during the mission, I can't control the probe in real-time, but I can update the software" "I need to send crew to be able to control in-proximity probes in real-time" "99% of the work is in design and testing - after launch we hope for the best" And I'm sure there would be a lot of interesting variation and emergent gameplay from this. Long live RemoteTech! Unleash it with visual programming!
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How does Starfield compare to KSP2 (ship & base building, environment, IVA, HUD)?
Vl3d replied to Vl3d's topic in The Lounge
Obviously it does not work because I have not seen any in-depth recent info about Colonies / Resources / Logistics & Automation / Multiplayer / Weather / Lore / Modding. So by the logic of economics, if there is zero profit, why would I state "a bunch of stuff that obviously isn’t going to be in the game that they are going to trick the developers into providing information that they wouldn’t have otherwise"? 1. You have no idea what is and what is not going to be in the game, like all of us. 2. It's actually a good thing to ask the devs about the roadmap, the game features, gameplay etc. It's the job of most gaming journalists. 3. I see a lot of comments that talk down and say nay: nay to better graphics, nay to multiplayer, nay to weather, nay to autopilots and automation, nay to more gameplay features that can be toggled by difficulty, nay to lore, nay to cities on Kerbin, nay to celestial bodies full of things to discover etc. KSP1 is so burned in the mind that "nay" is the default answer to any change. 4. And I also see a lot of comments that say "oh that should not be in the base game, there can be a mod for that". The devs are the people who actually put in the work and get paid for it. Don't expect the modders to implement features (that should be stock) for free after release. -
How does Starfield compare to KSP2 (ship & base building, environment, IVA, HUD)?
Vl3d replied to Vl3d's topic in The Lounge
As long as there is no official communication about what will be in the game, we are free to expect anything. -
Weather and environmental visual effects
Vl3d replied to Vl3d's topic in Prelaunch KSP2 Suggestions & Development Discussion
Read about the implementation above. It only needs the visuals. -
How does Starfield compare to KSP2 (ship & base building, environment, IVA, HUD)?
Vl3d replied to Vl3d's topic in The Lounge
The comparison is silly. There are no planets with atmosphere without weather. It's simple, it's not "toxic". For me not having weather is like not having a day/night cycle. -
Should celestial bodies in KSP 2 have axial tilts?
Vl3d replied to intelliCom's topic in Prelaunch KSP2 Discussion
Lightspeed delayed communication that limits probe control can be implemented in stock in a very fun way if KSP2 will have a basic visual programming language like Vizzy in SR2 that works well with the Journey Planner. This way we could experience one of the coolest feelings in Space Engineering: the "oh I hope I did a good job and it works, because it's out of my realtime control now". The feeling of actually uploading software updates to remotely controlled probes and rovers. -
One of the biggest mysteries of KSP2. I can't find the source, but I remember someone from the dev team saying that ~were going to see a lot of people coming and going because of the delivery routes system~. So I'm optimistic every vessel will actually be simulated and visible. This also logically implies a stock autopilot and "keyframe" navigation. Even with complex multistage craft it 's really nothing that advanced for 2023 levels of gaming AI, except if advanced orbital slingshot maneuvers are used. Even so, in space everything loops. We could have a really efficient delivery every 35 years. :))
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How does Starfield compare to KSP2 (ship & base building, environment, IVA, HUD)?
Vl3d replied to Vl3d's topic in The Lounge
I just said that if they do not ship with effects like rain and snow, it will be an incomplete game. -
How does Starfield compare to KSP2 (ship & base building, environment, IVA, HUD)?
Vl3d replied to Vl3d's topic in The Lounge
I don't think they are going to start implementing anything new now because they're hiring console developers for the XBOX / PS ports. But there is a possibility that weather visual effects have been worked on but not revealed. Or maybe it will be a DLC someday - but that means KSP2 will not be competitive regarding graphics on the current space games market. -
How does Starfield compare to KSP2 (ship & base building, environment, IVA, HUD)?
Vl3d replied to Vl3d's topic in The Lounge
1. KSP weather simulation is already implemented in a mod: 2. I have not talked about simulating weather recently, only about local environment visuals like storms / rain / lightning etc.: 3. No one but the KSP team really knows the feature set and the road map, unfortunately. 4. Everybody wants wind. And I will tell you this.. Gurdamma is supposed to have a thick atmosphere, right? Well, have you seen it? Kerbin had an actual hurricane in earlier renders. Surely Gurdamma would also have visible weather effects, as seen from orbit. -
Should celestial bodies in KSP 2 have axial tilts?
Vl3d replied to intelliCom's topic in Prelaunch KSP2 Discussion
I agree with you. -
Kerbal Aero/Space Program: - a game about realistically simulating and exploring celestial bodies (manned and unmanned) and discovery of the Kerbalverse - a game of learning about science and engineering through design / testing / integration / doing experiments - a team based / competitive multiplayer game with a persistent universe in which you build your own stuff and other people can see / learn from / admire it / collaborate on bigger projects / compete in the space race / have fun - a game about Kerbalkind lore and role-playing kerbals - a game about near future tech - building space craft (not only rockets) - building atmospheric craft - building land transport craft - building water and underwater craft - building space stations - building land / on water / under water / floating bases (colonies) - logistics game: exploiting and transporting resources to build everything - economics game: trading in multiplayer to finance / build / fuel your interstellar missions and projects - management game: lightweight survival (life support, PVE), aerospace program / mission design - lightweight programming game for automation and robotics It's basically a build-explore persistent-universe multiplayer simulation game with RPG elements in my mind.
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How does Starfield compare to KSP2 (ship & base building, environment, IVA, HUD)?
Vl3d replied to Vl3d's topic in The Lounge
Just ignore my posts if you think I don't bring interesting ideas to the table. -
How does Starfield compare to KSP2 (ship & base building, environment, IVA, HUD)?
Vl3d replied to Vl3d's topic in The Lounge
Someone should write a suggestions post about the habitation modules and also mention that we want most parts to actually be useful. -
How does Starfield compare to KSP2 (ship & base building, environment, IVA, HUD)?
Vl3d replied to Vl3d's topic in The Lounge
What do you mean? -
Should celestial bodies in KSP 2 have axial tilts?
Vl3d replied to intelliCom's topic in Prelaunch KSP2 Discussion
PS: I'm still waiting for someone to create the first 70 km tower / space elevator using pre-programmed KAL1000 lifters. -
Should celestial bodies in KSP 2 have axial tilts?
Vl3d replied to intelliCom's topic in Prelaunch KSP2 Discussion
Very polite and balanced post. I have found no extra info about modding. The most complex answer was given by Mr. Paul Furio during the Purdue podcast. In summary, the team wants to look at the best modding experiences available and wants to use APIs to make everything accessible for modders. I trust the dev team and testers to deliver a wonderful stock experience. I think stock KSP1 with DLCs is very underrated and has a lot of unexplored potential. KAL1000 would have needed a recording function. See example below: Same for multi-kerbal EVA construction - great stock feature, I feel like it's underrated and not really used. But I also like mods a lot, because they have a direction to the game, they inspired KSP2. The problem is that I see a lot of comments saying "dev team should not implement this feature in stock, someone will make a mod for it". There are a lot of cases where I just don't agree with this. In KSP1 there are certain difficulty settings that totally change how the game is played. For example, not being able to revert to launch makes you test subassemblies a lot more. Losing probe control when there is no signal and reentry blackout makes you design better missions. Heat, pressure, G-Force sensitivity.. they are all great difficulty settings in stock. As for mods.. Kerbalism SIMPLEX: 10/10. Game changing, a lot of it I believe should be implemented as stock difficulty settings! So for KSP2 - I'm really glad we're getting stock life support, radiation, material resources. We should also get axial tilt and wobble, part wear and failure on excessive wear (not random), wind, communication limit by speed of light, and a lot of other stuff.. things that exist in real life, for players that want to play on Hard difficulty without mods. Of course, simplified as for the stock game, not extremely realistic. -
How does Starfield compare to KSP2 (ship & base building, environment, IVA, HUD)?
Vl3d replied to Vl3d's topic in The Lounge
My posts are not argumentative. I was replying to the comparison between a house and a car. That makes no sense - you can compare the actual keys. I was saying that we can always judge by common features. Not games as a whole. But beyond that, sometimes I like to show you guys and girls nice videos so we can all dream about what KSP2 can and will be. I believe KSP2 will be everything KSP1 wanted to be. The best game ever made! With cool graphics too. And weather. And ... Yes, I am maximal in my imagination. I like to post ideas about what is possible, about the best features in the best games with the best mechanics. I'm comparing it to the best of the best - per individual feature. I want it so but I don't know what the game will actually be like. I hope to be pleasantly surprised. It's like hoping for another good Mass Effect game. -
Are you sure all near future OAB constructed deep space craft will be made out of metal?