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Stephensan

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Everything posted by Stephensan

  1. i really hope that is not the case i hope that they will change there mind where it is a natural item however having "hot" items beside it (like more of the same engine really close together) will cause inefficiencies in the cooling causing the need of coolant systems... i don't mind it being not producing heat but multitude for something "that powerful" should require a little more thinking when scaling with hotter items around it, the cooling seems inefficient in its model to cool anything besides ITSELF.
  2. pretty big, but it isn't what we are thinking, i still think its going to be % efficiency like they said long ago. i hope I'm wrong in small way where lack of proper resources can make a colony "stagnate" and "stop producing everything besides the bare minimal" don't think kerbals bitting the dust is the way to go but a complete cease of useful production if insufficient products are given.. however there should be a way to allocate most kerbals to one this to "force boot up" the colony again.. with most important is food, water and power.
  3. in or during the science update kinda not so happy about it but it just strongly improves my view of needing science mode to come soon after some more bugs are fixed Edit: it only makes sense, with them saying they will take their time and they want the heating to work well with it, it only makes sense they will come in the same "major update" 0.2.000~
  4. here is my answer, and i still strongly believe it will fit everyone's needs in the wobbly department while also making the game interesting and use the materials, research, and further need of improving, and if you don't like the base wobbliness just have a stronger rigidy in the start/creating save world. a TLDR: "Have it researchable, let players set up base wobbliness or disable it entirely" but long, rough draft that i don't want to elaborate on further due to it just being a rough idea that i quite enjoy It could just be a research thing, where you can easily create a couple of extra lines (not code I'm talking about tech tree lines) t that can go "deep" into the tech tree and "slowly" adds more rigidity to parts. It would require more materials to make it less wobbly or more rigid and you can just click a "scaler" that makes the entire rocket cost more or less, fewer materials.. Things can be categorized like "fuel tanks" "structural" "Pods" "Colonies" "XYZ ABC" etc. Due to not having "time" and watching your rockets build slowly (i wish) just making it cost more materials and some additional research points doesn't seem like such a bad idea/plan, keeping the "kerbal" way while also adding the want/need to push further for more stable and "larger builds". So starting off rockets can still be quite wobbly, but the people that dare go larger CAN but have a higher chance of wobbliness without upgrading anything. It makes sense from a logical standpoint that while you progress further in the tech tree, the stronger your rockets are.. It creates a fine balance of "expensive but will never fall apart" and "should i cheap out on this build" etc. For me it creates a lot of ideas of what you can "do". and then it can just be simply turned off with a setting to ONLY have the strongest stability when it's disabled.. And starting wobbliness will depend on the overall difficulty of the save with a slider, and a "on and off" button I doubt that there needs to be a forced level for each thing, and COULD be optional for the insane players that want REALLY wobbly rockets. (think about the content) "I played ksp 2 on the hardest difficulty with zero stability upgrades" No idea how much extra work that can/could add to adding new "tech tree" points where structural stability is getting stronger and stronger depending on what tech level you are at.. but that's just an idea I'm throwing out in the wind. This COULD probably also help create alot of modders aswell wanting to add income and the sorts into the game making it even more of a "positive feedback loop".
  5. Fixed: trajectory position changes when vehicle transitions between Spheres of Influence [Original Bug Report] as if we heard millions of kerbals scream in joy.
  6. With optimization going on with each minor update I'm steadily waiting on the science mode for me to go in a new phase I'm keeping with my ultra compact builds that are useless right now.. there isn't much to do i want to suffer dealing with again.. i wish there was more tiny parts however. if modders can improve some of the missing TLC like node builder helpers (like want to go to duna without needing 10-15 minutes of messing around) that is slightly more consistent i would play more.. i already use one when i really don't want to deal with the "funny ksp 2 bugs" but something that could do auto docking would be way more useful for the more complex builds remember i DID a 2000 part build already, the game didn't like it at all and that was my accomplishment.. The build will forever be there but you only have a few seconds before the explosion. I mean heck look of all the builds i have done that i have screenshot alone.. Just some examples right here https://imgur.com/a/T8QXOR7 most of the more bigger builds the game doesn't like in fps AND in kraken attacks/wobblines, under full thrust of the 2000 part build it crumbled like a piece of paper due to the wobbliness of it. however with that in mind i wish there was two things they could add. If KSP 2 is going to be interstellar, i hope that we can research in science mode these two things Automated Node Creation The Suggestion I Created For The Wobbly Rocket Issue it makes still sense that we should be able to research at least the automated node creation stuff. it is more helpful for the more casual players that don't want to use there brain 24/7 and i would MUCH rather have a node creator that can just automate rather than using my brain every single failed launch or successful launch, the amount of launches are in the 20-30 times EACH build so doing about 60 different parts of ships or ships in general a safe amount of times i have launched is 1,200 and 80% of them was successful and about 70% of those was going to be out of kerbins sphere of influence, to only get about 90% of those to the target to then explode in some fancy fashion ksp 2 lined up.. so about 600 launches that has failed... its a mental toll to do the same thing over and over and over again and need consistently do the same boring and complex steps to get back to step 3 to get out of kerbin and go to X planet.. due to a bug that runs all the way down to the way it was built making any autosaves/reverts break in half or do something that isn't just enjoyable.. its a TLDR I'm burnt out on the stupid stuff. things like wobblyness gets a "we are working on it" and them kinda not wanting to change it due to its the "ksp way".. i mean i literally made an idea on the spot and its still one of the best ideas i have seen that fits everyone's needs/wants while also not leaving any of the extra work to make it behind. idk just burnt out as of now, the new engines want me to play but a lot of things pull me back out of it.. i am one of the "300" players but its getting more and more just looking at the hanger staring at what i can build/fix.
  7. i like the idea of a hotfix for the most important bugs.
  8. hot fix confrimed coming in drag and something about the farrings.
  9. Also i really like to say something that i don't see a lot of people are talking about we have nearly doubled if not tripled the amount of players playing ksp 2 with 0.1.3.0. pre 0.1.2.0 Avg Players Sub 100~ Peak Player 220~ and now 0.1.3.0 Avg Player Sub 300~ Peak Players 640~+ i been saying getting stable FPS is king as of right now, not being able to play at all is worse than bugs.. now with SOME playable framerates now the Big 3 bugs can be fixed whenever they are ready. i been saying and ill keep saying, fps is king for players wanting to play a game.
  10. it seems that 1440p is the max res that the game will "allow" with the new better fps.. 4k, or 4k with DLDSR has dropped a lot of frames, nearly losing about 60-80% of its performance in most areas besides a SELECT few times it decides its ok.. most other games don't have this issue. Ryzen 5 3600, rtx 3070 OC'ed 64gb of ram. most all other games can be played at high/max settings with 4k DLDSR but with this recent 0.1.3 update it is overall worse with now mostly even with simple builds staying at 15fps and below with a few IF AND WHEN times giving you some quite amazing 60+ 100+ fps, however majority is at 15fps.. my conclusion for "want the best" looking and playing, stay at 1440p, and on kerbin turn off ground clutter stuff..
  11. i was expecting EOY when science mode is out with the pace we been going large first initial stage then decent pace of the "big updates" cause there isn't much to fix after all the major issues are fixed
  12. i would really like to see the most important issues get a "hotfix" in rather than waiting another month to get the issue resolved.
  13. "all of our food, keeps blowing up!" i hope to see the heating stuff soon... i would really like to see the progress of what it looks like..
  14. frame times.. im telling everyone frametimes is king you can have 30 fps due to fps limitation or 30 fps due to frametime instability, its such a difference but a lot of people just look at the fps.. its an amazing feeling to have high fps and low frametimes.. however i been noticing two things so far game feels like its in "nascar" mode when at above 60fps the flinging things coming out of warp is back.
  15. my gpu is deciding to take poos for some reason rtx 3070 99% utilization jumps from 5 fps to 80 fps in the same scene.. insane stable fps in map mode however. just grabbed this perfect example also 112 fps+ this build use to do 50-60 and ultra rare 70fps.. but this stuttering is problematic, no idea what is causing it it just decides to "dip" for no reason for minutes at a time and a sometimes fix is to go to the map and go back to the craft.. the fps is unstable (it isn't the fps its the frametimes)
  16. please do a video! i been waiting for a video out of you about ksp 2! the way you do videos and stuff i don't mind watching hours on it.
  17. how is the test/working on the early stages of upvotes/downvote system.. also i would say make it possible to hover over the "number" and see a side by side view of upvotes and downvotes.
  18. game's animations, visuals, and artistic design pretty sure they don't have control over that..... for their section (the graphics designers) don't have control over how fast or how many people get allocated to "optimizing the game". they have control over the artistic style and uniformity of the graphics of the game, they have almost NO hand at that. it's like talking to a paint designer about a car's structural integrity in a car...
  19. Twitch has better overall capabilities of moderation and even auto mod better than Discord if set up correctly... And the fact that Twitch saves VODS for like 14~"?" days for free or something like that, so someone doesn't have to waste storage/pc power, and it is "free" to get the AMA questions and is easier to write out the questions and answers overall compared to discord. overall for me, even I see the benefits. Now, only if they used OBS Closed Captioning Plugin as a free (not perfect) close captioning that is baked into the stream so people that are watching can perhaps watch with there eyes.. (it uses Google stuff) AND, i think the best part is that there is custom wording that you can do, for example "players that use SSTO's have a hard time getting to LKO due to a drag bug" not a lot of people that are new are going to understand the "lingo" so you can make the auto close captioning say "players that use "single stage to orbit" have a hard time getting into "Low Kerbin Orbit" due to a drag bug.. For me personally, i would love to see if they want to try to implement it.. i used it and i love it, its easy to set up (about 30 minutes for a good professional job) and it works perfectly unless you have a heavy accent or talks then says the sentence you really wanted to say my two questions.. when will we see clouds have multilayer etc on kerbin.. as a graphics option so players can just turn it on or off.. even if its not "the perfect kerbal" i would love to see an option to have thicker clouds/layers.. This will help the building and creating of weather in ksp 2 if ksp 2 doesn't ever get weather. How is the implementation of areo effects/heating effects going to be shown to the players? when ksp 1 did heating effects or the "warning" that it was too hot for the part it just generally heat up the entire thing making it just "red". Instead of doing proper heating based on how the part is getting affected by drag/edges/sides of a part based on previous posts we have been shown that parts are built on multiple layers of "images".. will this be a base to create "heat areas" such as edges/one side getting hotter than the other.. And will hot parts have "heat waves" to show that is hot etc. i know this is part of like heat occlusion on sides, but i wonder how it is going to be built on either "per side" or the entire part... i would love to see the bottom of a build/rocket/edges being really hot while the other side is "ok".
  20. XD it was a rough sketch up but it sounds for me like a REALLY good rough idea of making everyone happy and without "wasted code" for the few people that use or don't use its trickled everywhere.. i would play it right now if it was like that. not even kidding
  21. problem is i would love to have it due to part counts. that can easily cut a build into 1/3 the size in parts for fuel tanks or structural etc. we can get huge builds with smaller part counts overall.
  22. kind of a blowout mission to do this week.. this requires a lot of precision and a lot of understanding of what funky ksp 2 game mechanics. let alone time. It could just be a research thing, where you can easily create a couple of extra lines (not code I'm talking about tech tree lines) t that can go "deep" into the tech tree and "slowly" adds more rigidity to parts. It would require more materials to make it less wobbly or more rigid and you can just click a "scaler" that makes the entire rocket cost more or less, fewer materials.. Things can be categorized like "fuel tanks" "structural" "Pods" "Colonies" "XYZ ABC" etc. Due to not having "time" and watching your rockets build slowly (i wish) just making it cost more materials and some additional research points doesn't seem like such a bad idea/plan, keeping the "kerbal" way while also adding the want/need to push further for more stable and "larger builds". So starting off rockets can still be quite wobbly, but the people that dare go larger CAN but have a higher chance of wobbliness without upgrading anything. It makes sense from a logical stand point that while you progress further in the tech tree, the stronger your rockets are.. It creates a fine balance of "expensive but will never fall apart" and "should i cheap out on this build" etc. For me it creates a lot of ideas of what you can "do". and then it can just be simply turned off with a setting to ONLY have the strongest stability when it's disabled.. And starting wobblyness will depend on the overall difficulty of the save with a slider, and a "on and off" button I doubt that there needs to be a forced level for each thing, and COULD be optional for the insane players that want REALLY wobbly rockets. (think about the content) "I played ksp 2 on the hardest difficulty with zero stability upgrades" No idea how much extra work that can/could add to adding new "tech tree" points where structural stability is getting stronger and stronger depending on what tech level you are at.. but that's just an idea I'm throwing out in the wind. This COULD probably also help create alot of modders aswell wanting to add income and the sorts into the game making it even more of a "positive feedback loop".
  23. i cannot impore how absolutely jealous i am that you got a rover and a base down in one save without a kraken attack
  24. "i made it big, i guess the suffering was worth it :3"
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