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Stephensan

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Everything posted by Stephensan

  1. lot of players left day one due to the issues due thinking it was going to be a game but with missing features and some bugs, a lot of players saw the issues due to literally not able to play the game due to "subpar" fps on top end hardware knew the time frame and return/left FOREVER, a lot of players don't want to wait years for a game.. And anyone that voices that opinion is the wrong cause "it get there when it gets there".. Nicely saying that it is a failure of a game as of right now, worse than Battlefield 2042, or Hytale, that has affected THE Name of Kerbal Space Program, causing both player bases of Ksp 1 and 2 to completely tank is not a laughing matter and shouldn't be attempted to be swept under the rug. i haven't had a single moment that felt like this video it is the video shown with gameplay and everything but at .2 x speed and lower.. Sorry that isn't a game. Its a promise, and that isn't just saying it due to THINKING that this is the case, this is taking a step back and looking at everything at hand, and making a judgement in fairness for Gamers, CC's, Devs, and the Gamespace entirety. And you KNOW it's really bad that typing kerbal space program 2 in youtube, and ONLY seeing videos from 2 months ago for actual gameplay, and then "newer" ones about TALKING about the game, without actually playing the game, and about the devs or what updates are going on.. WITH LITTLE actual new gameplay for "pages" is rather insane. I'm not saying there is any, but the VAST majority is talking about the game with old gameplay or just old gameplay. I'm not bickering about "the devs did wrong", i rarely see people actually point their fingers at the devs, most of the time its pointing at the game and its faults that doesn't magically bounce back to the devs. Games like this get heavily hindered when everything is positive 24/7 and has a realistically zero time frame. We get longer update cycles, for a smaller bit of transparency We get a chart of what major things are going to be added, but without a timeframe that all leads to unknown times, and for the example i gave, "Looked what happened to hytale" when they gave zero realistic time frame, or kept pushing it back further and further to a point that we don't know when X is going to happen. The fan-based and the game itself died on the rock that it stood on with the hype train flag being flown for to many years. The hyped got built up all the way to release with all the videos/devblogs showing amazing things, to then get thrown off without tracks or a way to clear the land trees etc. at bullet train speeds making the people inside of it feel the crash and the aftermath... that is where ksp 2 is at right now, its now at the stage of "Looking at the extensive damage and taking priority of how to fix it" being attacked after thinking for many weeks / day / months about this overall there is only very few "feelings" you can be getting out of this "disaster", but in most ways it is wrong and removed to think that it has been a failure with a huge crash. this is just a rambling i only had 15 minutes to do this and i have to leave, I'm already quite tired today so this might be "wrong" with what i was trying to say. Think objectively and see it from an advantage point above just the "ecosystem" and you can see the nightmare that has be told in the books of shame.
  2. Can you please talk about or briefly as a side note in the next dev update even if its another photo of the effects, or a sentence? Thermal/Re-entry effects/aero effects and how the HDRP test/implementaion is going? i would much rather have something that is said by a person that knows what's going on.. I think that some people might be interested in how the implementation of the HDRP is going or the Thermal/Re-entry/aero effects.
  3. Biggest issue, it isn't a game as of right now, its a working concept with the fps... The "alpha" and "beta" photos doesn't state anywhere near where the real state of the game was.. and what is hindering the future of the game right now is the playability, of fps and then the bugs.
  4. Yeah attempting to do the TUG+Mothership+Vehicle, there isn't just a simple way to fight the void, wobble, yeeting, and other small bugs.. even landing one "hovering the other one with very fine control", it still does the void, wobble and yeeting.. i think if we had options to make a build "hover" perfectly i think we COULD get the rover landed with the base, but doing both rovers, plus a small "landing assembly" and the mothership, the 645~+++ parts is just rather hard. Perhaps this mission and further missions like this can be possible with further improvements for user QOL, such as "pick a spot landing", auto/assisted rendezvous, auto hovering, pointing straight up and down, atmospheric drag/landing lines etc.. I have further tried another 6 hours attempting this but i will stop now. There is many features that could have made this a lot easier, but i understand that it isn't needed at this stage, nevertheless, when those colonies, interstellar, resource gathering, etc gets added i think it needs to be implemented in the game.. MechJeb, and another mod i have forgot the name can do it in ksp1, i don't see the reason for it not to be in ksp-2.. Its those quality-of-life features that you wish you had when you NEED them, but it mostly can be "hidden" in the menu bar, and even disabled for "hardcore players", i would say those options will help newcomers a lot more than just a "here is a tutorial, good luck"...
  5. imma stop before I get agitated at this game... i have completed up to Tim-C version in my book. This might be sent early without completely everything, its currently noon and the clouds are making it PITCH black. there is a huge storm with some of the darkest red out there ` this mission is quite impossible. Did the first part amazingly got a nice looking base that was quite functional, over the top, and made, in some ways a lot of sense. Large solar panels up at the top to get extra light, smaller "fatter" shorter solar panels in the lower parts, with tons of batteries, tons of stationary solar panels, and stabilizers up on top, with the upmost point being for communications.. A lot of time was put into it building, the stages, and everything, however, this weekly challenge is a fail! These Builds/ The Unseen Builds that won't be seen with the testing, have been on other workspaces for along time, and all i needed to do was to use them.. And make it "more formal" in terms, of this mission was already completed a long time ago for me, so i thought this is a perfect time to set everything up and show it out, Well, the game has other statements to prove me otherwise. The rapid disassembly, reverting with quick saves/manual saves rips apart gears, or just removes the entire ship besides 3 parts.. The loading of a large object back into the high complex physics mode, destroying the product/item that was landed, is just enough is enough. Four separate "world" saves and all lead to the same thing even if the "main" base is completely different, it's always when the object is loaded back into the complex physics mode from the simplified one does the base disassemble.. Then the number of struts just to keep it intact due to quicksaving deciding that connected parts need to jiggle themselves apart.. Or quick saving, or coming back after logging out of the game, does the game decide that you are not attached to anything, and "flings" you into at 2400 kms spaces at 1-2fps and is completely unrecoverable, so you have to keep going "further and further" back in your quicksaves/saves to hope and attempt to save your mission. Solar Panels not turning either, they become useless. And at the end, the amount of parts/degradation of fps makes it more and more frustrating when you need to complete the same thing over and over to get that "thank god X didn't happen this time".. Then on top of this fps "leaks" where after a certain time period its pretty much forces you to quit out of the game to get anything called fps instead of fpm. Anyway, here is the mission. I completed, Here is the "Mothership" I called it Just about 500 900m/s out in space or so of delta V.. isn't very stable due to NOT having RCS, when testing/working on this it causes a way higher chance of rapid disassembly.. also having just a decoupled wasn't possible with the part amount/ how much you can realistically bring in space, so everything was launched into stages, 4 stages in total iirc.. But as you can see there is a docking port at the bottom of everything/top of everything depending on the part. This, is called internally for me "The Rock Will Move" almost all of this COULD be recoverable if automatic landing existed in the game, but due to it not being implemented, this Goes into the ocean/forced to crash" due to not being able to control 5+ objects at once and needing them to almost land all at the same time.... iirc 5300m/s delta-V, but I would say realistically if you want everything to land 4,500~ m/s. This is the "Deep Solar System Tug" From playing/actual use the weight had to be dropped just a little to be able to move from the ground, but more precision flying would have been able to easily be able to get the full load, this is one of my generic builds that is attempting to be useful for everything while also still looking good... The delta V I cannot measure due to using docking ports it was always at 0 m/s when in use, but it "sipped" power in total, you could go everywhere and anywhere with this, including returning this to Low Kerbin Orbit to restock fuel with refueling launch.. so this build can and will be able to complete the Jeb, Val, and Tim C. have to launch it via the airstrip due to sometimes breaking apart on launchpad. It being almost completely into a stable orbit. it in a stable orbit with the Tug finally being attached to it just before removing the "Rock" It being in deep space, you can see Kerbin and the Mun.. like 20-30 pixels or so. wondering where we will land. you can see the broken solar panels here... Here is the rover.. i have attempted many times to put both together however ksp 2 doesn't like this... So it will stand here, i was able to land it, doing everything that i did with the Mothership to land, besides using the TUG until the last second for extra delta V.. but as soon as i get to close to the target everything breaks apart.... The amount of frustration is huge not being able to get everything together. ( I want to finish this later) my edit will be here the storm is quite bad. Editing/Edit/Adding. How does this complete every mission needed? Almost everything is reuseable if was able to land automatically, or if you took your time and properly did everything and refueled it when the TUG needed to be refueled (i doubt you really need to do this) AFTER you fuel it up fully the first time.. i should have said way earlier i was saying a little bit could only be brought initially, you need to refuel it a couple of times doing like one circle tank of a load at a time, attempting to launch this thing at once with full fuel is a big no no. its 4 stages fully to get everything up and going. Inital mothership, TUG, refilling TUG, and Rover. Important POI a dormant volcano, who knows what the kerbins can learn about this location, only if they were able to have both the main base, and the rover in the same save, this is a complete fundamental part that is broken.. I cannot attempt hundreds of more times or hundreds of times to get that one landing JUST before everything breaks apart. i cannot stand to attempt to get both connected together. Its on Ike.. ( i had to revert to a save JUST before i landed due to a "funny bug" so it's not in the 100% same position) just to say this is already landed and everything on IKE and was the last save before getting off (the last save it does WHEN you get off), this was the one with the photos of solar panels and everything a few photos back, going back to it does this! what is wrong with this, its completely broken and missing everything. Here is the TUG in action, i forgot to show myself doing the DUNA and everything due to the frustration of everything breaking apart etc i was getting agitated when doing that section due to the need to do quicksave after the burn to get everything right. How was the Mission in total? Serviceable, it IS easily capable if you can withstand the bugs, or have the complete patience to compete/fight with the bugs, i cannot and will not afford myself to do such a thing, i can do it a couple of times, but after that's that. The fps was horrible, on avg 10-5 fps, almost ALL photos had to have the physics frozen just so i can really move around the camera to take a snapshot of the game.. and you can see even with all the photos being frozen, its pretty poor framerates up on top. The number of struts was a lot, and i needed to do about 30-50 retry/full restarts due to needing to add more and more struts. REALLY wish i landed it with a view of duna. What i wish i the game could have done better besides the fps/known bugs? An option to have a set time to do a save. the saves when and if it happens is spratic and 2-3 hours can happen between each one, so almost every single action needs to be done with a F5 afterward. Having a photo mode, with super photo resolution mode like Nividas Defunct Not Supported Ansel Mode. Taking good photos that you can see all the details is quite hard in this game, even in these smaller builds at 4k res.. almost all these photos needed to be zoomed out QUITE far.. and you, as a viewer, or creator of the photos feel like the photos are lacking when you build these HUGE builds, or want a lot of detail but photos are just lacking quality when we need it most, there is almost no way to get a real scale without doing a KTPV. (Kerbal Third Person View) of the ship with the camera being REALLY zoomed in, i had to do it a couple of times just to show the SIZE of it, but any of the zoomed-out photos just becomes a blurry mess after a couple of "clicks of the scroll wheel" Resolutions/Screen modes not sticking... Use 4k DLDSR in fullscreen window mode, however, it loves to reset to a fullscreen one notch below 4k.. causing it to lock up and not want to re-fullsize itself after clicking off, making you need to completely close down the window and restart the app to THEN do the correct settings before you click off again. Option to set the gear, or SAS or BOTH to attempt to set the rocket straight up and down when landed, the rocket was leaning and i attempted about 4 hours to get a flat landing, its a nice option for these "bases" or landing a rocket.. Yes its nice that the gear goes to full strength 100% everywhere but i would much rather have it "getting rather close" to the ground to have a rocket that is pointing straight up and down, rather than the game making the springs way to strong and when landing, or after landing it doesn't sway due to the gear "getting back into place, which is near the tipping point", its workable right now but the lack of an option to "set it up and down" is rather frustrating with the larger builds, or tall builds.
  6. I would REALLY REALLY love a built-in photo mode where we could do the old, unsupported Nivida Ansel/ungetatable anymore, huge photos called "Super Resolution Photos". Creating large sized, ultra high detailed photos, being able to see everything as if it was a photo right next to it! It would take full-screen pictures of a "gameplay space" doing it in small sections and stitching it up to make one HUGE photo... This IS however resource intensive and would need to be ONLY accessible while the game is paused, this would allow options to increase the LOD of objects temporarily, knowing that full max settings will take multiple minutes to render out in some cases, and as soon as getting out of photo mode, you would go back into normal settings. I would REALLY like this to be implemented, there are way too many small details that get "lost", and details that are not even in the game yet. You cannot enjoy or feel the scale of how big your spacecraft or (colonies) are when it gets added at 4k.. Zooming in to even 4k photos makes kerbals 2-3 pixels in size there is so much detail that needs to be seen but the current way of taking photos is too little and I feel like this is an issue that will grow bigger and bigger as the game gets, well bigger and bigger and gets more detailed. I would really hope to see this implemented as a cool feature, or even if a modder could do it (still there is a chance) A game that has this capability Ansel "SRP" (War Thunder) and you NEED to download the other photo its 407mb's, link --> https://drive.google.com/file/d/1-wMxYx3pbMoABEo7FgBIvIfFORh1SZkT/view?usp=sharing But you can see the complete difference between 3840x2160 vs... 38400x21600 a 10x photo size and nivida ansel could go up to 26/28x zoom? Just imagine the possibility of such a feature in the game, think about SEEING and understanding the surroundings of a build, or a planet and the details of everything.. it brings your "man my build is large" to a very easy context if we had the capabilities of taking such resolution photos. i really think this game needs such a feature... I feel like ksp 2 will start REALLY needing this type of photo mode/option the scale of ksp2 will be larger in ship physical sizes. i would use it almost every single time when i want to do a good photo... I will personally waste 100gb just to get an amazing photo to show this game off. Those jokes about "zoom and enhance cliche" vibe.. i did a recent weekly challenge and i immediate, unedited, unaltered feelings was "Wait ansel isn't in this game" After thinking i said "oh wait its not up anymore" and i thought about this idea... AI upscaling does not work for what I'm talking about. I think it be a very nice little trinket that KSP 2 could have to show the vastness of builds without losing the quality of it due to the limitations of what just normal 1080,1440,4k,8k can give us with normal photos.
  7. well this is NOW 1/3rd of the build i had.. and i was going put it in a insane orbit but after what has happened I'm once again finished for this until further improvements happen... after tons of hours of work and setting up, I'm glad to say that the game didn't save more than 3 times during the multi day/hours work and i didn't do manual saves due to expecting the game to do more than 3 times, for the 12+ missions i did. it had everything 4 escape ssto's, two conventional rockets that could go anywhere with 8k delta and a 11k ion delta "core package" (it was like a tow package that went in front of the rocket driving the rocket backwards) had 6 large mk2 rings at the bottom, and a huge HUGE engine bay system... now its stumpy and looks like i didn't put any effort in it. Got off once everything was completed and came back next day after closing properly for the ship lose 1/3rd of its size, and the last save only makes the ship survive for about 10-30 seconds before complete kraken attack explosions and fire and everything.. ship was way longer, had way more fuel, had insane everything, and was over the top on everything and anything, a true deep solar system machine that took way to long due to the amazing and cool fps of 4-5 fps. but it had some decent 30fps when paused, quite happy with that due to being able to get three photos before i gave up. it could carry a TON of kerbals and "storage/food" locations, it was a mothership of a spacestation before mothership parts existed. but I'm not going to attempt to get all the rockets and stuff back to it and work on it.. just know it looked a lot prettier, had 3-4x more fuel, about 2-3~ longer, and had tons of little bit of everything... counting thousands of parts in total (mostly for stability due to getting these huge parts in one go and ksp2 joy of destroying things) center of the ship is actually on the far right, but this is about half of the solar bay i had... i honestly think i wouldn't have been able to move it due to not being able to strut everything after getting into space like ksp 1 capability to do. whats actually still there, unless i get back into the game battery bank Small portion of the fuel refilling setup for other rockets Small section of the core a crew transporter mini backup solar farm it was like a t but like an L at the same time of a space station.. quite frustrated.. Also little side note, i would REALLY REALLY love a built in photo mode where we could do the old, unsupport Nivida Ansel, huge photos called "Super Resoution Photos" where it would take full screen pictures of a "gameplay space" but do small sections and stitching it up to make one HUGE photo... i would REALLY like that to be implemented, there is way to much small details that just get "lossed" and you cannot enjoy of feel the scale of how big your machines is when even at 4k zooming out makes kerbals 2-3 pixels in size there is so much that needs to be seen but the current way take photos is to little.. I would really hope to see this to be implemented or heck as a mod. I'm sorry to go off topic, but for example of a game that has this capability (war thunder sadly) and you NEED to download the other photo its 407mb's link --> https://drive.google.com/file/d/1-wMxYx3pbMoABEo7FgBIvIfFORh1SZkT/view?usp=sharing but you can see the complete difference between 3840x2160 vs... 38400x21600 a 10x photo size and nivida ansel could go up to 26/28x zoom? i really think this game needs such a feature... I'm not kidding. i feel like ksp 2 is going to start REALLY needing this type of a photo mode/option the scale of ksp2 is going to be larger, the game is in the modern age etc. An "advance" option where you understand that you need beefy pc/extra time and space to do those sizes.... i really really really really really would like to see this in ksp 2, there is ZERO third party options that can do the same effect as ansel, and i would really think such a feature should exist.
  8. for me, its going to be a mess depending on how much of "research" items get implemented tbh due to having resource gathering rather late in the development, with who knows HOW long before it gets added, having science for right now is going to be.. Blatantly pretty useless and just more parts for ksp 2 to drop frame rates imho i see no reason to use it, or play it when there is no "benefit" for the progression, like better parts, fuel, colonies, resource gather etc .. I will probably use the parts to make my miniature satellites look more realistic but thats about it.. having a about a 100-150 total as of right now is just a killer for fps.. simple rockets, or those missions they want us to do for whatever, i counted the cheapest in parts would be at least 100~ parts in total. THEN on top of this, having more than like 1 spacecraft PER save just completely kills fps... idk how you can actually play after a while.. i had about 400~ parts in total in a save on different planets and, yeah the frame rate is just horrible its almost like EACH vehicle you want to make or test needs to be in there own "little world" to work completely fine.. and that is before anything related to terrain performance issues.. its quite frustrating. 12fps with few machines in the world in the hanger vs brand new save that has with the same exact machine in view 70+fps.. and this "scales" to the actual gameplay.. So i really don't know nor understand how we will really be able to test anything in large scales when the game comes to a halt when attempting to.. example and this large size, small part count rover is 69 *nice* parts in size, with about 4 parts being considered "extra" in my mind (lights), and you need at least in current game standards about 30-50 parts more to just get into orbit and in kerbins "sphere of influence", now to do the same mission, i expect about 10-20 more parts additional to do science, with some in the interstages getting sciences, and most (majority) being on the rover... and this is a "small" rover in my mind overall. i have one that i had to replicate due to my smooth brain actions, and without colonies or ANYTHING like that, just trying to be semi realistic or make it look good/functional, just kills with parts.. is easily 300+ parts for a SINGLE rover.. there really isn't much there, but with struts due to ksp 2 needing it for absolutely everything so the kraken doesn't appear, the parts just increase easily by 180 parts extra.. and this is before any science mods or anything, its 45 fps in the building, but it tanks to 15-18 fps in gameplay.. and this is just for the rover itself, who knows how many parts you need to get to just get into a stable kerbin orbit, or landing it safely. and this is a rather bare bones one, there isn't lights everywhere, nor extra fuel tanks besides the "core build"... 8 batterys extra due to not having modular batterys, oh, best part, testing it out to see how much FPS i would get in the game, all the struts are now disconnected.. i really don't know or how much science mode will be useful when building anything more than a single build, or a one single larger build put the game at a snails pace, i lose my pactience when it start going below 40fps with high frame times, not only due to motion sickness of not seeing a fluid image, due to the game running slower than "normal speed".. extra time wasted on nothing, and at that point i can just play another game... playing on a low part brand new save, is like having mental fog disappear when playing this game, its like "oh its working at a high fps" and stuff actually happens quickly and feels like a game. For me thats why im saying it will be useless or just not really possible to do "deep into science mode" unless there is jumps and bounds of performance upgrade to frame rate AND frame times, (you can have 100fps but really bad frame times) its going to be pretty useless due to needing to do Min part builds, unless you are a complete masochist and like wasting time due to poor optimization on 100-150 part builds including launch assembly. i can deal with bugs, day in and day out, but slower than native gameplay, low frame rates frame time issues, and anything of long term playing making the save unplayable, on a high end system, is just a flat out no..
  9. every auto save has been checked and the saves i have made, it seems the saves, and machines in the VAB is completely separate and work together, but is NOT together. and the only viable way to get the machine is to get the "meta data" out of the world save with how and where the parts are... i have attempted this by myself and i can say i struggle with the logic behind it
  10. easy to say, messed up, overwritten a save, couldn't revert so i cannot get my machine back via the VAB, the machine exists via the ingame world been on it for 3 hours or so trying to get it back in my spare time.. just search up For THingo 8 thats the machine i have been trying to get back, i don't have the VAB schematic and i have tried everything in the save file to grab its data back.. https://drive.google.com/file/d/1f4VijXMtb40ofL6RtFh92BrhGMwvofNB/view?usp=drive_link i don't know where put this and im just frustrated as of right now trying get the machine back.
  11. i hope to see a devblog for each new part/generalized part sm/md/lg type deal
  12. i did say if its a game breaking bug you still have to go to the forum or discord, but it still doesn't make sense for us need to waste tons of time to do a report, going OFF the game to a discord or forum for every single bug we find.. Most players don't even want to report bugs because it takes forever to collect the data, compress into .zip etc, so why make it harder for that few percentage that want to do a report but doesn't want to jump through hoops to get all the info, game breaking = for me literally not able to load into menu screen, there is not alot of times that there is a bug that bad, Most bugs are found IN game during gameplay, everything can be done from the main menu, in game, map, building, and actual gameplay areas.. Going off the game takes at least 10-15 seconds for each little bit of information if its "fresh off your mind", why need to do that, why complicate it when its a technical beta when there is 100's if not 1000's of bugs to report?..
  13. Or instead of needing to do all this discord, launcher etc how about having built IN the game... it gathers all your data (it has to be approved by the player), and you can report it in the game... it would gather everything, including the save (if need be), system information, etc.. Why do we have to jump through hoops to report bugs more, still, continues? most every other game that is in a technical beta has a report a bug plastered EVERYWHERE, but here we still, 2~ months in have to jump through hoops to help? is it hard to link a forum profile, and ask for consent to collect information about your PC, ask what the problem is, what is expected, what things you would like to add like photos or the save file itself, and anything else they would like to add, to then be able to do the same thing we do on the forums or discord... completely pointless to think otherwise, if its a game breaking bug, yes go on the forum or launcher, other than that i see zero reason to still need to jump through hoops to do a simple report... i have yet post myself a single report due to this, 10-15+ minutes for a single report when i can just close the game and wait 1-2-3-4 patches, when i have had 10-15+ in a single sit down on the game, and i can expect most players that left after day one is doing the same thing.
  14. The feedback ksp 2 0.0.2 auto finished itself even though i wasn't finished so whoever gets mine sorry, not my fault.
  15. oh yeah, or somewhere around 35km~ (varible), you lose all "motion" and fly straight as an arrow or your rocket snaps straight if its wobbling etc.
  16. stability is overall worse even after 2 full reinstalls doing any time warp instantly does "rapid disassembly" 87296 kmh... how is the stability of the game even worse.
  17. windows only game as of right now.... like.. not macbook or linux, i really doubt they are going to attempt to fix issues for mac or linux until post 1.0.
  18. my boredom is not limited to the parts just yet.. its the frame rates.
  19. im just saying building SSTO or anything due to the limit of "non modular" parts has made me NEED to literally tipple in some cases the part amount just so it wont wobble instead it instantly crashes upon spawning it, or X altitude.
  20. only really got a few important ones that no one really cares about. Will we have longer "plume trails" for rocket launches on a later date?? As of now, it seems to dissipate way to quickly and makes the "feel" of the rocket not as powerful as it seems, being able to see your plume even in a failure seeing the trail is just something that would look way better. i understand that it is a performance issue and was hoping to see it as an option, for the "graphics has to be peerless". Will we have sonic booms that are audible? the graphics seems like it will be amazing as of now, but i would love to hear it aswell. Will we have reusable parts like Space X gear, and fins? pretty simple, i love to attempt to "save all the parts" possible as for just wanting to. Will we have a semi-auto rendezvous for rockets for players to use and later date transportation of cargo? hardest issue i have is being capable of doing a rendezvous over a planet, to a space station or another object.. out of everything this is the hardest thing i can think of (for me it is) to be able to do, and this is one of the issues i have now. Automation of control. Will we be able to create multiple colonies on one planet, and will we be able build them on water, or liquid "surfaces". Will rockets sound more "girthy" the larger they become at a later date before 1.0? as of now i haven't been able to really hear a difference between a huge rocket and a tiny one, i would love the "feel the weight" with the sound, the sound is amazing don't think it isn't but it doesn't feel "large" when it is huge. i know sound design of something that litterally shakes your body in real life, to a video game can be hard to visualize, and hear, so perhaps aswell adding a shake? no idea how to give off the vibe of its a huge rocket going hard and fast upwards without effecting people with visual problems, or putting to much time into such a simple problem. Will we have more gear systems? quick example, needing gear that goes from the fuselage towards outwards of the wings at an angle.. i think a photo would make more sense. for me it hard to create certain builds when i have a "gear sets" in the middle of the wings, that does effect the range of the ssto's.
  21. yeah still doesn't make sense and i question it every time i see it, why not have all the resources in one patch, but separate it by two entire segments.
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