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Stephensan

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Everything posted by Stephensan

  1. i kinda really miss the "Show and Tells" with the upbeat fast past high information videos... it was really cool and interesting
  2. ok? don't need turn it on, i even stated saying its showing the limits of what the game can do with tires... no reason to talk about it then its a tv static statement. can't you adjust the settings? just like the collisions. oh, you CAN, intresting. yup cannot read the entire post, i don't care if it needs more time or not even come out this decade im putting what they said out of when the possible release is, its not fautual that it will happen on X date, im saying that if they want to keep the "lines" of what they stated, they only have X, amount. thank god you are me and know exactly what i think about this game at all times. same thing, but read the entire post instead of whatever you want to make yourself seem justified to make yourself seem better. man, you literally cannot read what i typed, in my honest opinion i don't like parallax 2.0 at the end i like its there, just like i said its fun to see how the game has grown to a point that such mods exist for ksp, but i honestly don't like it, but oh, you are me, you know exactly who i am... good, thats a healthy statement, thank god im not saying the game should be that good in regard of visuals. people already talking about the mod. i got no complaints?? so far 3 people that think they know every ounce of the game and think they are the other person, amazing.
  3. for me the parallax mod, in terms of visual/gameplay enhancement is the end all of all mods.. It shows the full potential of what ksp has grown into over the 11 years and with sufficient hardware you are able to enjoy the "small details" even if it is showing the literal limit of what the game engine can do, things such as FPS, Collisions, Tires etc, it all shows in a small package, of the entire limit of ksp before we head off to ksp 2, people (like myself) have only really seen, and heard about what it would look like in ksp 2, we have seen the Mun far away and it looks like a masterpiece that took 1000's of man hours to produce, but then we get a post of the mun in alpha still that looks like still stock based ksp with very limited amount of ground scattering when we compare it to just scatter 2.0 which just as it stands it blows ksp 2 out of the water.. We haven't seen all the small details that on the ground for scattering for ksp 2 yet, we have only really seen the physical ground rework, the large scatter items rework, but not the small fine details that in the example of mun again, parallax 2.0 has almost nailed in realism of small rocks, bumps everywhere as "far as the eye can see", but cannot get that "soft dusty" look that real life has on our own moon, its still "flat" and undetailed even by the standards of stock ksp, its still flat as of now as what we have seen in ksp 1. We haven't seen PBR yet for the ground as we are still in "alpha" when in terms of "early 2023" can be as late as March 31st, which is 180 days left, unless they change how much more time they need which i really don't mind, if it needs more time give it more time im not saying the visuals are bad, or that they are doing bad, im stating that in terms of how it looks, ksp 1, and ksp 2 look almost identical "on the ground".. when we look at the Kerbal Space Program 2 - Show and Tell Highlights #2 on the youtube channel, you see at a "close" distance it looks amazing within a degree of even graphical mods, but the standards of what we have seen in game from photos even if it is called "alpha" they are missing quite a bit of the finer details that hopefully will be shown soon:tm:... I don't perfer, and i don't like saying "this game gotta be at least X mod good" if that was the case i would wanted NAPP resource pack running at 4k 60fps a long time ago on minecraft, its not my thing, but within a degree of seeing what we have seen and what we have got, there is gaps missing i cannot wait to see filled.
  4. love to see the volumetric clouds, very pog, very clean
  5. i put one marketable plushie that we might get something soon:tm: i hope IVA's will be a show and tell
  6. if those are good arguments i should become the ceo of amazon then
  7. You know i thought about this, and how well they could make it as it stands.. mind you with everything in "alpha" what i can say will be changed TLDR: its not entirely impossible but certain things will always look worse than a pre rendered item, and we should see how capable the game is when the game is released to see the "difference" but overall with some mods that aren't really "performance hitting" you will be able to get very close to the trailer.
  8. looking at the old posts just kinda feels sad the "oh i can say why it was delayed again" in 2020 hits different now in 2022
  9. cannot wait for a 3 hour mission making a rocket, making it all reusable on a hard mode, just to land on the mun, the get ultra pwned by a large rock
  10. didn't misread it, i was giving a place for speculation to be put in place, but we all knew the answer
  11. Am i the only one that thinks that this is connected to the KSP "Something more Mun Landing on the YouTube Ep's" clips, and saying they crashed landed? or am i reading between the lines.. they are within reason closely in size, shape, but however not in parts, the engine, and the solar panels are different. Aswell as just seeing that, where would there RCS fuel be at, there isn't space/parts for it i see Docking Port/Launch Escape System/Parashoot Command pod Heatshield Stage decoupler Solar RCS ports Fuel Tank Poodle Engine Landing Gear.. but where is the RCS fuel, that only means unless im insane that the fuel tank can be used both as the engine, and rcs fuel..
  12. i cannot wait for the clouds, i have been doing a "visual" (no parts) modded gameplay and i been wanting these clouds to come out for a long while now! i hope the release is soon
  13. thats pretty much what i have an issue with in general of ksp, the list of reasons, and then what you stated. there is no challenge getting rockets/planes past mach and there isn't really no "evolution" of machines getting better... if colonies are coming into the game and resource gathering i would love to be able to build runways near my operations, be able to take off and land planes with props that don't go past mach and the machines have "weight" to them, the unrealistically high performance of everything in total is somewhat a shut off, they could make everything "harder" for people that want it harder, but people will complain "if it isn't going to be the "majority" of players using it why implement it"... my simple reasoning is, once its implemented, its "one and done" they don't really have to worry about much about it once it is finished, and the option of having it without a mod is a huge plus.. There is no real sense of progression overall in the side of "planes" (besides the wheels getting worse, god the wheels) i understand its called, ksp but the lack of real aerodynamics for planes, or things that don't really go into space (or machines that just work in atmospheres) is quite boring and i would love to see improvement upon it give more of a challenging in a way, i would love to start with capabilities of building horrible cargo planes things such as DC-3, slowly work up the C-53, then a while later with later technology a cargo plane like the An-22, and THEN, being able to use jet engines to build mammoth sized C-5's, or An-225, for resources like even with a new "career mode" you get a juno jet engine before a prop engine, you slap 3-4 of those engines on a plane, and you can carry quite a bit going well excess of mach... So hearing that we will do resources and what not not having "low tech" in the terms of flight prop engines in space gmae, and alongside aerodynamics is quite frustrating.. i would rather have "weight" on an aircraft if that makes sense, not mach capable props that can do 30g's with ease without any issues, wish there is an option for more difficult options without mods. Grammerly... please
  14. oh i was supporting your statement
  15. still pretty good with knowing that its entirely new game from the ground up with way more stuff in general.
  16. they are pretty much remastering ksp 1 completely from the ground up, doubling its size in parts (or more), remastering graphics, game engine model, and everything in between with new solar systems, new mechanics, new gameplay while keeping faithful of the original ksp, in HALF the time it took them to "make" ksp 1 if that... we knew its production since 2019..... and it could four years? in total since knowing ksp 2, in that time frame from the start of v0.7.3 Released June 24th, 2011 and four years later would be ironically closest thing is Released 27th April, 2015 1.0 demo... that is insane to say the least. even if they need take another year it would only still be 1.1.
  17. during my goofy, over analytics of a video, i was wondering how long the run way was, just due to, idk wanting to guess... due to some of the lights are behind the rocket i cannot be sure that the number is correct, however, if they are doing spacing of of the side runway lights at 50ft intervals, converting 50ft to m, 15.24m and putting the estimated number of 189~ lights just by what i can see, and some estimate work, we might be seeing a 2.8km runway in that video, (max runway of ksp 1 is 2.5km) and i could suggest we might be getting a 3km or 3.5km runways... if some people are smart enough with high iq's, we can get an est of how large the kerbal space center will be, well what is in frame, but at least 2.8km~ is a suggested length on the runway... but that is IF they are doing 50ft per light i wonder if that is the maxed sized base aswell, or when we do the "career mode" (yes i know they are changing the idea of carrier mode) but its the subject of will we be still upgrading our bases to get better and better. i wonder if we will watch our ships being "towed in or out", many interesting prospects this video has shown, again giving more questions than answers.. doesn't really matter still just happy we got the video...
  18. that was rather nice, did see however low frame rates on launch, but i assume its "alpha" being funky, good edit!!!
  19. the most extended amount of "lore" i would want to see, is the way "dank pods" does microphone tests... good luck understanding what happened, and good luck piecing it together.. kerbals are timeless and shouldn't need a concrete time line or a believable enough line of events, the lore or what "lore" can be at most be is the most random stuff that at BEST can give you the "shakes head up and down, *yeah that makes sense*" type of vibe.
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