Planterium
Members-
Posts
12 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Planterium
-
Home Sweet Home - Caelus Edition (UNRELEASED)
Planterium replied to NexusHelium's topic in KSP2 Mod Development
@dandoesstuff All I have to say: this came so randomly after some months -
Home Sweet Home - Caelus Edition (UNRELEASED)
Planterium replied to NexusHelium's topic in KSP2 Mod Development
I wonder if somebody will also make a mod on dealing with the bugs of KSP2 (i know community fixes exist but it looks like it stopped development) -
Home Sweet Home - Caelus Edition (UNRELEASED)
Planterium replied to NexusHelium's topic in KSP2 Mod Development
Kerbal Space Program 2 Redux coming to your local stores -
I do not think people realize that a complete Beginner might find it near impossible to go to other Planets than Kerbin. How come there are no tutorials for Interplanetary transfers?
-
over Probe vs Crewed argument, I am pretty sure KSP2 takes some time after the original KSP game as evident by the flavour texts in mission control and easter eggs. They even mention satellites existing in the flavour text which implies a previous space program. So I am more guessing we are playing as a new space agency or a resurgence of a previous one. Just like NASA started off going to space and into the moon but stepped back due to budget cuts and other reasons but then right now, formulates the Artemis Program for a return to the Moon.
-
@kdaviperDoing the first missions brought me already half through the first tier tech tree and really felt way too fast tbh
- 5 replies
-
- for science
- suggestion
-
(and 1 more)
Tagged with:
-
For (even better) science!
Planterium replied to pg17's topic in KSP2 Suggestions and Development Discussion
This is actually a really good suggestion, how are people not noticing this? -
For Science! Update started off with a blast and I was eager to play it upon release! Once it released, I loved it instantly considering it levels the Game up to not only a sandbox simulator but to a full-fledged game playthrough! However, despite the many awesome and fun moments I had with this update, I feel like there is a lot of work to polish the new Science & Mission Mechanic alongside the already implemented tutorial system which I really wanted to talk about for quite some time now. First, let's start off with the Tutorials, I am personally not very good with Kerbal Space Program itself; I couldn't really understand how to create a rocket properly and usually ended up having stacks of them not launching from the pad or barely making it into orbit, let alone past Kerbin. And despite the help I got from the in-game tutorials, it did not significantly help as much as online tutorials. The section about rocketry feels obviously lacking, sure it mentions how a rocket works and the types of engines and other space components, but it does not help on how to make a proper rocket or at least understand how to make one for any specific task such as landing on the Mun or Eeloo. This can also be accounted for orbital mechanics; it leaves questions in my mind such as: "How much do you need to slowly turn your rocket over the horizon?" "Does it apply to every rocket? If no, how do I know when and how?" This is normally a major obstacle for new players like me (Kind of, started in 2016 but never really got past the Mun in KSP1 and never properly learned rocket design) because it forces us back into the drawing board by watching a couple of tutorials made from the Internet, although it isn't any bad either, it reinforces the fact the in-game tutorials really need more work. In summary, using this experience of mine, I would really like more tutorials about rocketry and an improved version of how to put your rocket past the atmosphere and prepare the steps for an orbital maneuver. Secondly, let's continue with the Missions in Mission Control, The Missions itself aren't bad, I actually found it as huge upgrade its original counterpart in KSP1, but it definitely needs more polishing. The first noticeable flaw I encountered was the mission briefing themselves, they seem way too centered on a specific scenario (mission briefing specifically) and less dynamic, by example, your ship ends up in a catastrophic failure when doing a specific mission, you absolutely do not get any major consequences rather than the loss of a crew, which normally under the default game difficulty, usually just respawn and probably also a couple of science points that you might have lost. I really wish upon a system where the missions actually do not cancel themselves when failing them, but give negative consequences such as more flavour text signifying the gravity and effect of the situation but at the same time balancing and incentivizing the player to keep continuing. Secondly, if your rocket launches, completing the first mission, and immediately goes to the atmosphere, I would really like it, instead of going again back to Mission Control and then going back to the ship to complete the second mission after the first, to simply have some way or form to complete both missions when you've done both already through one rocket launch at the start. To simply brief this, Mission Debriefing should get a separate system when the player fails the mission and you should be able to complete two missions at once without needing to go back to mission control to track the second one which went available thanks to completing to the first one in one rocket launch. Next, the Science Mechanic, which is the one here with the most need of polishing, I could also say the same for this one, the new Science mechanic is a massive overhaul to its original counterpart in KSP1. However, it definitely needs more polishing and balancing to make it less of a "Simple Magic Click and Reward" button which actually loses the value of it being a "Reward" as it gets too easy. I noticed the reports did not really have any unique flavour to them compared to KSP1 where crew observations and utilization of science equipment had unique flavour text depending where you did them (Also make the flavour texts larger and readable :D), I would actually really like if they weren't all generic and had an interesting one. I also found it quite boring when all a Kerbal can do and is meant for in a mission is simply to steer a Rocket when it's out of signal with KSC, do flags, generic crew observations and surface samples. I really wanted them to play a role on organizing Science like KSP1 rather than one magic click and it's all stored. Kerbals should perhaps have the ability to take the science reports or surface samples and store them in the Command Pod or Science Juniors. Both elements, describing flavour text and the further usage of Kerbals, would really incentivize the Player to do more frequently EVAs and learn more about science itself generally through flavour text, with some funny element in it considering Kerbals are Kerbals Anyways, apart from my feedback on how Science Points are acquired and Flavour Texts, Science Points should really get some sort of balancing because unlocking technology feels way too easy and feels really less of a reward. Maybe decrease science points on more generic tasks such as crew observations and regular planet scans or any other thing those science parts can do. Alternatively, increase the cost of the technologies in R&D. In conclusion, I would really like more flavour for generic scientific tasks and further usage of Kerbals alongside balancing on the ridiculous amounts of Science Points you'd get from 1 mission. Thanks for reading my Feedback and Suggestions if you have come this far down, I really want to hear what others think too!
- 5 replies
-
- 2
-
- for science
- suggestion
-
(and 1 more)
Tagged with:
-
I believe this idea is great to some extent. I would agree simply to just the Gas Planet 2 alongside its proposed moons and Eeloo (idk about Eeloo, it has been the only moon from the gas planet added but seems to be a Pluto analog, probably put it beyond Gas Planet's 2 orbit as the last planet?). Honestly with this new gas giant (It looks more like an ice giant rather than Jovian one in the only screenshot of it which makes it unique), I believe yes could be an interesting place before going interstellar as some probably sort of testing ground (if done right with the moons) before going fully interstellar, also people keep saying that new players dont really want to go beyond Kerbin and the Mun, however the future tech tree will obviously include stuff like an analog to Project Orion, which was already shown in one of those in-game development videos several years ago which will permit the player a much easier way to go beyond Kerbin with those highly advanced technological propulsion. I also would like to see the tutorials expanded to include a more definitive way to build rockets without them refusing to launch because mass is larger than thrust or any other reason and most specifically on orbital mechanics, I believe the tutorial section to get out of the atmosphere isn't well explained and could get better improvements. With this, I believe it would be a good thing to have Gas Planet 2, however coupled with future updates giving out powerful engines or propulsion plus if we got way better tutorial aswell as perhaps better science than rather an automatic button which gives little assessment of what you just did, there could be insensitive for new players and old players to explore Gas Planet 2 and her moons if done properly and beyond Kerbin. Rather than this, I don't really believe anymore planets than Gas Planet 2 should be added since it would just change way too much the iconic Kerbolar system.