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Everything posted by Astro648

  1. @Aaron VFX I have fixed the image links, thank you Aaron and thank you @Spicat for telling me about it!
  2. Thank you @Aaron VFX! Sorry for the late response. I'll make sure to dig up the images again and reupload them sometime these few days.
  3. Sorry, to clarify I don't mean this being there ALL the time - just a small detail that shows up every so often when there are lots of bright things in the screen. We'll just have to wait and see what the devs do after they optimize the game a lot better - hopefully, we'll get an insanely good looking game once 1.0 drops Ness did address the plasticky terrain look on her AMA if I remember correctly - hopefully this will be completely fixed as time goes on.
  4. Yeah, that's also an issue. Toning it down a bit and adding bloom like my later examples would probably help in making the game even better.
  5. Explosions! The current explosions of the game look pretty good, but they could be a lot better. Here's an example screenshot of when something goes terribly wrong from brickfarmer10 on Discord: Currently, most of the explosions we see look very similar, with only a small amount of randomness and size difference. They also disappear very quickly after they show up, which isn't very realistic. Here's some ideas I have to make them look a lot better: 1. Better volumetric effects: currently, they feel less like a 3D effect and more like a 2D effect put into the environment. This screenshot from the first feature video shows what a better volumetric smoke cloud from the explosion would look like 2. Longer-lasting explosions - Explosions, especially larger ones, should take more time to dissipate than what we have right now 3. Sparks and debris coming off of the explosion - you can see this around the explosion in the screenshot above 4. Shock wave - a small, quick effect that adds some "impact" to the explosion, maybe this could only happen for the largest explosions? 5. Darker smoke - This might apply to SRB plumes too 6. Amount of fuel and fuel type in fuel tanks affects the overall look of the explosion coming from them, and an explosion of one fuel tank should lead to another one exploding 7. MORE RANDOMNESS!! Nate said that every explosion should be a unique snowflake, and with more randomness, it could truly be like that. Lighting! The game looks fantastic right now, but it could look even better with some better lighting. Here are several ideas on how this could be approached: 1. BETTER REFLECTIONS: I've noticed a lot of things such as the ocean, terrain, and metallic parts are too reflective of sunlight. Perhaps this could be toned down to look more realistic. Some screenshots throughout development which show some fantastic reflections are here: This one, captured from episode 1, shows some really nice reflections - we can see the solar panels are reflecting the light from the planets very realistically and the legs, although metallic, aren't reflecting an insane amount of sunlight. The devs have addressed the fact that some parts look "plasticky", hopefully they look better in the near future. This screenshot was captured from episode 6. 1. We can see the sunlight's reflection on a metallic part is not overblown and looks quite nice. Compared with 2... 2. The sunlight's reflection on a painted part is also not overblown and looks nice and matte compared to 1. 3. This is the best part of this scene in my opinion, the reflections here are insanely good. If reflections of this level were added to the game, I think vistas on surfaces would look quite a lot better. We can see the reflection of Jool is not insanely bright which looks quite good. Here is an example of some nice-looking metallic parts. You can see the reflections of the sun are not overkill and they look nice and metallic still. 2. BETTER LIGHTING: This could make the game look better if done properly. This (in my opinion) is done wonderfully in Episode 6 and I think it looks fantastic, so let me share it here. In episode 6, we could see that the game looked a bit "glowier" than before which definitely made it look quite fantastic. I feel like this is a better solution than making all the reflections super bright, as it makes the game world look brighter and more vivid while not burning our eyes with overblown reflections With a bit of bloom and better reflections, the lighting on the terrain, vehicle, and Kerbal looks quite fantastic. The little bit of lens dust just adds to the look, and I think that this could be great as a subtle detail. This image shows it off quite nicely too. Back on Kerbin, we can see that the brighter lighting makes the whiter smoke plume compared to Episode 1 seem less out of place. The colors look quite good with this effect. What do you think about this? Is there anything you would change or add to my suggestions?
  6. Like title says. I think it would be a fun challenge if different biomes had different sizes and amounts of scatter that you had to somehow navigate.
  7. There could be more life in the VAB - maybe have engineers, scientists, maybe a couple kerbonauts just waddling around doing things related to what their job is
  8. As title states. This was shown off in some older footage but never added.
  9. @Scarecrow71CBT: revamped terrain system, HDRP: better lighting system
  10. Cool! @PDCWolfIt's been confirmed that the being forced to use the launcher is a bug and will be patched
  11. @EvelynThe DragonRe-entry effects have been confirmed to be after Patch 2. Nate showed it off a bit in this post:
  12. Hi Nate! 3 questions: 1. What was the biggest technical challenge you and your team faced in the development of ksp2? 2. How will timewarp work with multi-player? 3. How many star systems will there be in v1.0?
  13. The future looks bright for KSP2 despite the bad launch. I'm very excited, good luck with these new features! @RocketRockingtonI get your point, but one thing that should be noted is that tutorials ARE a huge part of KSP2, they've said this many times
  14. @cocoscacaoSorry, I forgot where I saw this from! Take it with a grain of salt, I may have remembered wrong. @BasketcaseThe BAE is the Base Assembly Editor
  15. IIRC colonies will have basic life support - if the kerbals are happy, they output more resources and make more of themselves, if there is something wrong then they will be less productive
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