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tstein
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Everything posted by tstein
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KSP 2 Achievement Ideas
tstein replied to TheOrbitalMechanic's topic in Prelaunch KSP2 Suggestions & Development Discussion
Compulsive collector. Move 100 asteroids to orbit kerbin. -
There Should Be Rouge Planets
tstein replied to adriantheflash's topic in Prelaunch KSP2 Suggestions & Development Discussion
Well that is inherently the problem with space exploration. For that reason in other post I said underwater exploration in ocean worlds would add a lot of depth, but even there comes the guy that say" It is not fun", seems some peopel rejoice in excel as the ultimate emotion rollercoaster.- 37 replies
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Feature or DLC Request: Red Kerbals & Military Division
tstein replied to Abyss's topic in Prelaunch KSP2 Discussion
THe most I coudl see are 2 kerbal faction disputing a space race when their main axis of no understanding each other is preferred sandwich . -
Which Platform will be the best one to get KSP2 from?
tstein replied to Anth's topic in Prelaunch KSP2 Discussion
I avoid epic because the store and the updater are ... sub par quality. I will probably use steam because well nowadays I have all my games on steam, also because most people willb e on steam so community wise anythign that appears will be on a larger scale there. -
The tea option is reserved for when you start he career with the British flag as symbol of your space agency.
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Because speed in interstellar travel will very likely be in c (i.e percentage of lightspeed). So if you are traveling at 0.5c you will expect the ship to travel 0.5 ly when the calendar in game passes 1 year. A solution would be to use light HOURS in distances because hours is the largest unit of time that in KSP matches real world ones.
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How do we think Communications will be handled?
tstein replied to GoldForest's topic in Prelaunch KSP2 Discussion
Now the surprise.. the vast majority of players of any game, never ever go to a forum .... and very few have patience to watch a 30 min video (because people making content want to feed the youtube algorithm). Such thing should be delivered in hand of the player, at least of the mun so he/she knows where to go and how to reach it. It is Not intuitive for 99% of humans how to get to the moon. -
How do we think Communications will be handled?
tstein replied to GoldForest's topic in Prelaunch KSP2 Discussion
KSP is not harder than Dak Souls (not that dark souls is really hard), KSP is OBSCURE! That is different. The vast majority of players I bet started the game in career mode because the name feels as the "Full game" and when they get there they have no conics projected in map and without goign to a forum they will NOT discover how to go to the moon. That is the problem. Hidding information that logically should be there is the ONE thing should not be done. That SINGLE decision in the game I bet is the reason for more than half of the people that coudl not figure hwo to do ANYTHING useful in game. -
We could have far better "tests" Example. 1-" We decided that we want to discover how much we can push our structure parts, we want you to extend our current record for longest ship in moon orbit (currently 5 meters) by 6 meters! The craft must weight at least 20 tons and must be built before launch. 2-"We decided to conduct research of the core of Minimus. For that we need you to plant these explosive devices in the 4 different marked spots and trough a relay network detonate them simultaneously. Before I forget, you must have a sismic sensor landed when that happens." 3-We want to test our new ablative materials technologies. For that we want you to land a ship in kerbin. The rick is, if must reach 200 km altitude and you cannot use any means of propulsion under 180 km after you have reached the 200 km mark. 4-"We want you to break the universe record for running to the mun and back. You need to complete a mun fly by and return to kerbin in 7 hours!
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That! The concept of testing is not a problem. The problem is that the tests we got are simply 1 click and a click on a very dumb condition. Tests should be transformed into challenges, (that is the reason the contracts peopel liked the most are the rescue ones). and There should be explicit effort to not make insane ones.
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How can they be stupid if most of a space program is testing things? Nothing can be more kerbal and more experimental than testing.
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I am somewhat mersmerized that everybody is so worried about their CPUs when my experience in KSP has been that the bottleneck is a crapton of memory leaks. My Ryzen 1 can handle 200 ton landers no problem, but every time I reload a game or reload KSC after a Mission the game gets slower slower.... ahnd memory creeps up. I have to restart the game every 2 hours because of that. The game runs amazingly smooth here, as long as it has loaded the scenery only once. I do not know if it is a coincidence, but I had the same problem with several games in Unity.
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Again, a lot of people disagree on the tests. The tests themselves msut be improved, because several make no sense, but they were there to add another activity. Tests of parts are a good idea, they we just badly implemented (why why in hell I need to test a mamooth in sub orbital trajectory in Gimly? ) The funny part is. Most players after a while dominated the game, and they continued playign only because they try to complete challenges, like go to duna and back in 1 fuel tank. That proves that contracts CAN be great. You just need to improve the system! After a certain point they become challenges. They need to be de stupidified although.
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I think people need to be more realistic about the scenarios. Do KSP run well on your machine with ships with very high part counts? If yes, then you are very likely going to get good enough performance with REASONABLE sized ships. That means you will be able to do what you are expected to do in the first stage of EA and you will have time to evaluate things, as if you will need more to run colonies etc....
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One thing I never understood is why KSP did not took advantage that the most common connection is a cylinder connected to another cylinder of exact same diameter and merged them into single objects. A lot of the common bending issues could have been reduced (ok I know eventually the players get to the point where a single octagonal strut is holding 90 tons spread in 4 different directions, but at least the early gameplay would look more polished)
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How do we think Communications will be handled?
tstein replied to GoldForest's topic in Prelaunch KSP2 Discussion
p my I would give my house for a game where I can design the engine itself, combustion champers pumping, etc .. -
KSP 2 Multiplayer Discussion Thread
tstein replied to Johnster_Space_Program's topic in Prelaunch KSP2 Discussion
It seems what you want is Space Engineers but with psycotropics and better engine performance.- 1,629 replies
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