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Lithobroken

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Everything posted by Lithobroken

  1. Multiplayer. I was a schoolchild when ksp1 came out. Closest thing we had to multiplayer was crouding around an overheating laptop or emailing eachother craft files. The idea of the game being able to support a genuine shared experience is what most excites me for KSP2.
  2. I hope so, its a convenient way to interact with mod content. Also, think how cool it would be to have an easy to use, labeled control panel for something like a set of robotics action groups/ control axes. Instead of having to remember which key bind is which you could just drag a slider and articulate a bunch of hinges to a certain position. The closest we get in 1 is pinning controller context menus and fiddling with play position.
  3. Do we know how toolbars will work in KSP2? Will there be options for draggable UI elements/docks (a la Blizzy/Blizzy cont.) Or will the system remain essentially the same as stock toolbars for KSP1? It will be interesting to see the level of UI customisation possible in 2. Possibilties range from no change (resizable and you can move navball) to fully customisable (a mod could conceivably replace all in flight UI elements). Would be cool from a retro ksp/ accessible ksp/ unusual monitor shape perspective if it was the latter.
  4. Hello, I was wondering if we had been told much about the way in which aero physics is simulated in KSP2? Things like swing wings usually get ignored/work counterintutively in base and even FAR KSP1. It would be cool if the new model could notice a change in expected transonic performance (without planned/unplanned any changes to part count) mid-simulation and adapt accordingly. I don't think we've seen any glimpses of debug aero voxels in any of the released dev footage, but please correct me if I'm wrong.
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