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Lettuce

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  1. Please tell me how different they are.
  2. KSP1 had a team of 6 and had 1.0 release 5 years after the start of development. Development for KSP2 started 5 years ago with a team of roughly 20-30 and we're nowhere near KSP1 in terms of stability at 1.0, KSP2 is just shinier.
  3. I have taken to playing KSP 2 as more of a dev build, I've flown to the moon but during that flight I noticed some odd bugs like Bill getting flung into a different orbit while on EVA and decouplers not working. It was fine for me as from the early videos that KSP content creators made I knew to expect some bugs and for now I dont invest more than 30-45 min into a mission to avoid getting frustrated. I'll probably play a lot more after they get the science feature out and the bugs are fixed but for now I found that if you keep things simple and don't take it to seriously it can be enjoyable just not as much as I would have hoped.
  4. Don't know if you're still having this issue but I solved it by just going back to the space center then going back to my kerbal through the tracking station.
  5. If I'm not mistaken they confirmed this with agencies? You'll be able to work in the same agency with your friends or have separate agencies and compete with each other.
  6. Sort of the idea I was going for, a gas station in the middle of nowhere that rarely ever has customers. A pair of kerbals waiting for their shifts to end.
  7. This is pretty old, but I really hope that's possible. Can't wait to drag a comet to interstellar space and make it an interstellar gas station
  8. Just a minor correction since I'm in my 3rd year of engineering, with things that are under cyclic stress like an engine would be, there is what's known as a fatigue strength, which is the stress that a material can endure for infinite life, with materials like steel the limit is very distinct and for other materials the plateu in the number of cycles they can withstand is less obvious. If you go over that limit it could last for a while but will probably break after a while like you said, but if something goes over whatever number of cycles that you predict it would last under a certain stress above that fatigue strength it won't just instantly break, the chances of it breaking increase over time however until it eventually shears. In that picture you can see that the stress over the fatigue limit wears the part down until it snaps when it can't handle the load. For this reason I agree with having ratings for using the engine more than 100% for a limited amount of time cumulative through out the mission, but let's say you used the engine at 105% for a section of the mission, it could be warranted that now your engine is no longer able to sustain 100% thrust for infinite life. but from a gameplay perspective I can see that it would be limiting and not very fun to implement that, but moving onto my main point, I think if you go over the rating say 105% for 4 minutes instead of 3 minutes the game begins to roll dice after those 3 minutes for whether or not your engine explodes would be a fair and fun way to implement random part failure, letting players who want to take the gamble have some suspense in the game when coming in too fast on landing or realizing their orbit isn't going to be complete before reentry on 100% thrust. But overall I agree that when you're operating withing 100% thrust you shouldn't have a random failure like that.
  9. That would suck but even then it has no effect on people who already bought the game.
  10. It's probably later in the road map just because multiplayer comes with its own set of bugs and they want to isolate it from the rest of the game while they fix the single player bugs
  11. I was a bit disappointed too at first but I realized that early access just means that the devs can hear more about what we actually want instead of wasting time on features we might not care too much about. Let's say they release colony parts and it turns out people would actually like to IVA inside colonies or with more people using procedural wings and the like, other parts could be made procedural if that's what's wanted from the community. Just means the game will have more stuff that people wouldn't have known they wanted if it wasn't for early access.
  12. Matt Lowne actually made a video today about some questions he had asked Nate Simpson, anything that says pre-alpha capture is from about 2 years ago.
  13. I obviously can't know for sure but I can only assume local servers. If it were on global servers it would have to be monetized via skins, outfits, maybe parts and other microtransactions for server upkeep. I don't think anyone here wants to deal with that and the development team knows that. I imagine something like minecraft multiplayer with LAN connections and probably some servers hosted by players for anyone to join.
  14. Well considering when that screenshot was posted, it's more like this week now. I'm guessing Friday since it was posted on a Friday.
  15. Any unreleased game you've seen a trailer for by definition is vaporware until release
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