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Cytauri

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Everything posted by Cytauri

  1. Steam Charts are lookin' stellar Nate! Nice job on the update, seriously, and have a great holiday break!
  2. In KSP 1, there was Tweakscale, but to my knowledge there is currently no mod that allows you to rescale or change the thrust of parts and engines. A good thing is that we could ask the devs if they would like to include this, but I would recommend waiting for KSP 2 Modders to make it as someone will probably do it.
  3. This is a great update and I’m really excited for colonies as well! I have a question though, when will we see more additions to the vfx like vapor cones when flying fast, re entry burn marks on other parts besides the heat shield, fire spewing from exploded vehicles as shown in one of the dev videos, and fixes to the current SRB plumes (since they basically look like they are attached to the engine)? Just asking as I really like those little details like those. Overall, this update looks like a great foundation for the upcoming updates!
  4. My Kerbals go to random places in the Kerbolar System and to various star systems using their ‘warp drive’ (it’s really me just using alt-f12.)
  5. Please let there be the VFX explosions as seen in the dev videos. When a craft exploded, fire would spew out of the fuel tanks kind of like the mod Destruction Effects. You can see them at 5 minutes and 40 seconds to 5 minutes and 56 seconds here: And at I don’t care if it’s in this update or the next, just let there be those really cool explosions, the current ones are good, but they don’t last that long.
  6. @AtomicTech, are you planning on integrating the SWE RCS plumes into this mod? I noticed that there are no RCS configs for Waterfall in the mod's files so I wondered if you thought of making a config like SWE since the plumes are a little more realistic than the current ones for Nertea's 'Waterfall Restock' mod.
  7. I guess that would make more sense on a universal sense. At least we can mine resources and make stuff with it, which is pretty cool by itself.
  8. Money is a huge part of space exploration. How could they not add it? NASA (if funded right) would have been on the Moon again in the late 80’s. Funding limits what you can or cannot do. I guess we will have to think that the Kerbals don’t need money and sorted out world peace. Maybe KSP 1 is set in the equivalent time period of the 1960s to 2010s and KSP 2 is set in a more futuristic time period of the 2300s or something like that. You can kind of see this as the new spacesuits look way more far-future like.
  9. It would be cool to maybe have a rudimentary 'lake cabin' - like VAB, which is a small area where you can only build spacecrafts up to 15 or less parts. This part could appear in tier 3, when you have the hang of interplanetary travel. It could come with a tiny launchpad.
  10. I'm glad you are on the KSP 2 team along with all the other members. You guys made me feel more hopeful for this game!
  11. Well, I’m surprised and got a little bit hopeful which reminded me of when the KSP 2 trailer came out (I was full of joy.) Hopefully, this will be the update that restarts KSP 2 back to the times of when we were excited for this game and not disappointed with every dev update, because I feel a little bit excited.
  12. You may be a little bit late, but yes, I tested it and it kind of works on 1.12, you just have to tweak the configs a little.
  13. ... Well, Restock has the Mystery Goo as purple (and as Nertea is part of the KSP 2 team now, it should be canon at least for me). I don't think it is green,
  14. I have another minor question, Is this going to replace the stock system and can I use the Outer Planets Mod? Sorry for all the questions, this mod just looks so cool!
  15. Are you also planning on revamps for the Outer Planets Mod? I know your answer will 99% be no, but I'm just asking since I consider the mod canon to KSP.
  16. I tested CKAN and it still works, though, it has to run off of archives of SpaceDock to get the mod files.
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