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KSP2 Release Notes
Everything posted by Strawberry
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Wonder if the feature vid will be tomorrow
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I have a feeling that the Mun and Minmus pictures were from playtesting, which may mean theyre ramping up playtesting which is exciting The recent picture also shows mark 2, which is latter on in the tech tree, which may mean we may be getting over these weeks highlights of a whole playtest.
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What about interstellar communication?
Strawberry replied to Kspsk's topic in Prelaunch KSP2 Discussion
Tech differences arent really a big deal just an annoyance considering the fact that timewarp exists, if they're just mechanically annoying then that just seems bad gameplay wise. Also the emphasis on "But large administrations impossible" doesnt really fit ksp. Not only is ksp a game about possibilities instead of limitations, its also not really relevant to Kerbals. Kerbals are in some ways an ideal by the fact they're driven way more by ambition then political and petty gains, having something for the purpose of saying that communication and cooperation is practically impossible across long distances goes against the spirit of ksp, which is to say that the sky isnt the limit and if we put our minds to it we can do amazing things. -
What about interstellar communication?
Strawberry replied to Kspsk's topic in Prelaunch KSP2 Discussion
Transmission is already instant in ksp1, I highly doubt theyd make interplanetary probes have a transmission delay, so why would they do the same for interstellar probes? It seems really weird to have some magic number to where transmissions are no longer instant and respect relativity, not to mention not really worth it gameplay wise, KSP is a space simulator not a political empire simulator. -
It is interesting how the scatter and color of the mun is different from what we've seen before, I think this is a biome we havent seen yet?
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From what we've seen of the skybox there's plenty of areas with less stars, I think its just the normal skybox at a different angle then what we're used to
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What about interstellar communication?
Strawberry replied to Kspsk's topic in Prelaunch KSP2 Discussion
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What about interstellar communication?
Strawberry replied to Kspsk's topic in Prelaunch KSP2 Discussion
We've seen transceivers on colonies before, the commsnet will definitely still matter. I'm guessing that there will be massive transceivers for ships, however there will also be very large AI Cores that way you dont need to have a constant commsnet connection to control interstellar probes. The catch here will be that these AI cores are very large, thus its impractical to put them on a surface probe, meaning the surface probe will have to have connection to the large voyager probe in order for it to be controlled. This would promote things like carrying small relay drones on your interstellar ship to establish a constant commsnet connection for your surface probe. -
You never want to make yourself known for one thing early (See bands who are one hit wonders who struggle to grow due to the one hit wonder), intercept probably has ambitions outside of ksp and doesnt want to be known as just the ksp studio, thus focusing there early efforts entirely on ksp seems unlikely.
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Developers dont really care if something is realistically probable, they care if its realistically possible. If the devs wanted to be entirely realistic from a probability standpoint then most of the planets would be pretty boring and pretty samey but that doesnt seem to be the case. Planets like Puf and Skutt are pretty improbable , yet theyre cool and possible.
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Honestly while it probably wont be the case, I wouldn't be surprised if this is leading up to a more specific launch date reveal in the next show and tell. Genuinely wouldn't be surprised if they end up releasing the game a month or so earlier then people expected as the devs were likely more liberal with the third delay date as a fourth delay would not be good for the hype train.
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Actually making unique stars will probably be relatively easy (no having to deal with placing down resources and stuff, meaning art and game design is simplified a lot), but you can't have a solar system that only has 2 planets in it, which leads to making stars relatively cheap in terms of development but making solar systems really expensive, which means you want your stars to be as unique as possible, to not do so would be a massive waste of potential. Gurdamma will definitely be some sort of yellow star due to it being a young kerbol + very likely the first solar system people are expected to travel to, but the others will definitely be different. This is a really interesting thing Ive never noticed, Im guessing the order of planets for deb deb will be charr (self explanatory), rusk and rask (more metallic, makes sense for it to be more inwards), Gurdamma (young kerbol/earth analog, makes sense to be third planet), mystery planet (Skutt sorta fits for DebDeb , but I have a feeling its a different planet because I dont think theyd want to reveal all the planets for one system.) and Glumo. A lot of celestial bodies for kerbol come from jool and I doubt there will be another 5 moon planet with the possible exception of a brown dwarf or if all the moons are captured bodies and have really messed up and varied orbitals just because that's already jools thing so there's not much of a point in doing it again. Considering DebDeb was likely was initially planned to be the only solar system it likely has more then the other new solar systems but I doubt itll have as much as kerbol. I'd be shocked if the average amount of CB for new solar systems is greater then 10, honestly I'm guessing per solar system itll be an average of 5 planets and 3 moons per system.
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For DebDeb we know of at least 3 planets (5 CB counting the moon of Donk and Glumo) that are a part of it, and Rusk and Rask is very likely a part of DebDeb system, so we're looking at 4 fully separate bodies and 7 CB, Im personally guessing theres one or two more bodies in DebDeb we haven't seen. It's important to note that DebDeb was likely the only planned solar system pre first delay so Im pretty sure itll have the most celestial bodies because of that. Im guessing an average of 5 planets per system considering thats roughly equivalent to how many kerbol has. Just going off of what stars I think would make sense in terms of varied gameplay (DebDeb will likely be similar to kerbol's star precisely to have it not be too different as it's likely a "tutorial" system), would be a red dwarf for more precision + no solar, white dwarf for lots of radiation, and a supergiant to vastly increase the distance between planets. Also maybe a blue hypergiant to require you to basically use interstellar engines to transfer between planets before unlocking torchships and also deal with the extreme radiation from the hypergiant and maybe a brown dwarf with 3 moons or so that's basically there to be a fuel stop for interstellar engines.
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Easter egg parts
Strawberry replied to Ryaja's topic in Prelaunch KSP2 Suggestions & Development Discussion
Put four Mammoth-II engines together to get a 9 meter wide mammoth^2 engine -
New KSP 2 Image Posted to Instagram?
Strawberry replied to Deadmeat24's topic in Prelaunch KSP2 Discussion
The devs were going to release it today but they wanted to mess with yall so they're going to release it tomorrow. -
Im guessing that there will be an option to start with all the ksp1 parts already unlocked turned off by default and that from the details they put in is for ksp2 being a sequel in timeline, however for gameplay purposes for the non sandbox mode youll start off the same way you did in ksp1 by default. The ksc we have seen is definitely not a space center in its infancy, and there's nothing to suggest that the ksc will be upgradable (afterall theres several things that points to there not even being money in the game and more of a resource economy, least of which being the fact that we collect the resources and build the rockets ourselves). Slightly unrelated but I do wish that kerbol system isnt completely forgotten once you move past it and theres some good system exclusive resources that youll want to do interstellar trade for.
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I'd be shocked if life support isnt toggleable but it'll definitely be there. Its safe to say that kerbals will care about g force some way (likely a minimum amount before more intensive kerbal exercises or something like that are required and no maximum g force), we see artificial gravity rings present in some of the spacecraft, considering that we dont see these rings in spacecraft that's meant to be later on in the game I think the acceleration of your spacecraft will be able to provide this g force for later on in the game. We've seen a greenhouse in one of the colonies so food will definitely be a concern on colonies, and Id be shocked if it isnt a concern (albiet likely an easy to get around one) for spaceships. We also know that radiation will be some concern, I've seen nothing that suggests this includes background cosmic radiation, so I think the radiation will only be produced by nuclear engines and the counterplay will be putting your crew far away from it through things like truss's.
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I hope that kerbals can die naturally solely so I get an excuse to rush build a ion drive based generation ship that will take 200 years to get there and then get an orion drive that will take me there in 20 that way when the generation ship arrives to the system there will already be a colony there.