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Datau03

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Posts posted by Datau03

  1. 16 hours ago, Urus28 said:

    -Will there be a different VAB ? The space colony on the last picture can be built like any ship, but what about surface colonies ? How do we work with the topography ?

    -How do we build these things ? I imagine that there will be a central root part to build everything, but will we have to bring materials ? Some parts perhaps ?

    -Will it be possible to change colonies in time ?

    There will be an extra colony editor, called the BAE (Build Assembly Editor), similar to the VAB but for building colonies on site, so you'll also be able to change them over time. 

  2. 2 hours ago, joratto said:

    So are we getting surface colonies with this update, or just orbital colonies at first?

    Should be the whole colony system in general, so both. I am really looking forward to seeing the new editor for colonies and the Orbital VAB

  3. 1 hour ago, cubinator said:

    Basically, I want science in KSP2 to function as sensors that gather data about the environment, not as currency dispensers that unlock new parts as a reward for traveling someplace new with limited technology. I think the place for "tech tree"-like progression lies more in the missions and the player's own directive to perform increasingly complex missions around the destinations of their choice, with science acting as an influencing force on those directives and mission goals but not directly acting as the sole source of the currency for unlocking parts.

    This would lose the design challenge of only having a specific set of parts completely though, which I think is quite important. What reason is there to use this not so great engine if I can use the best one in the game (Using my available resources) There is gonna be resources as one limiting factor and I hope better engines are gonna require rarer resources, but the Tech tree is still a very important part of progression and a limiting factor together with resources. 

  4. 27 minutes ago, hatterson said:

     The tech tree/R&D setup is an abstraction of the process of designing and building brand new parts. Part of scientists designing new parts would obviously be understanding the specs of them (at least under known conditions). You could absolutely have a mod/game mode where players play a lot of the "testing" part of that, but that's far more of a thing for an experienced player to do than a new one. Plus that wouldn't actually make it any more interesting/engaging, it would just add a bunch of extra mind numbing steps to actually get to properly use a new part.

    Yay I unlocked a new engine, guess I'll run my routine set of three test flights that I've run a dozen times before to see what it does.

    The scientists and engineers know how an engine performs under specific conditions, so the thing you'd figure out (Using science parts) would be those conditions in an enviroment, not how the engine works.

  5. 10 hours ago, chefsbrian said:

    For what its worth, they're in the planning process for the 0.3 release, not for colonies - IE, they're figuring out what they can actually fit into the release on whatever timeline they're aiming for, what features that are in flight/undeveloped that they absolutely need to fit into a first pass colonies release, etc. This would include bundling in the stuff they've already developed, and getting it to a fully connected state - They may have most of the models/assets in a first pass ready for game state (Modeled, early textures, but missing LODS and animations for example) but only some of them defined as workable parts in the colony builder. Colony builder might still be fired off by console commands, etc.

    This is probably just a case of accurate but poorly defined communication misrepresenting the situation on the ground. Full kickoff into dev just means going from whatever core team was backboning it being the only resources on hand, to throwing most every artist, programmer, UI/UX designer that isn't working on the new fonts, etc into the kitchen now.

    That seems very plausible as they must've been working on colonies before the EA release a lot already and we have already seen some footage of them. Early access wasn't even intended until 2022 and they were propably focused on things like interstellar, colonies, resources and multiplayer until their focus had to shift to making the base playable quickly when they decided for Early Access. I think all the other features are at least in a working framework with still missing real gameplay with UI/UX integration state, so they still need to get connected together with the rest of the, UI/UX and some polish, so basically what you said

  6. 4 hours ago, Bej Kerman said:

     Like maybe the things you unlock are relevant to the data you collected. Maybe collecting data from the inner solar system lets you design thermal protection systems.

    I'm not sure if this might be too complicated for the game, but I'd absolutely love such a system with different science categories unlocking tech from different categories. For example having atmospheric science instruments unlock aerodynamic parts, just like the example you gave

  7. 7 hours ago, Wheehaw Kerman said:

    This was yours?  If so, I can’t say how much I love this video and how many times I’ve watched it over the years.  It hit me like a roundhouse kick in the guts the first time I watched it - completely blew me away.  The choice of music, of shots, everything.  Brilliant job and I look forward to the new version with HUGE anticipation.

    Hahaha, god I don't want to claim credit I don't deserve. I did not make the original version and had nothing to do with it, so yeah that absolute masterpiece completely belongs to the real Sean Essau (not me) I am just a random dude remaking the exact same thing in KSP2- shot for shot, which is still quite a lot of work actually. Really hope the community is gonna like a "simple" exact recreation :D

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