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Everything posted by Lowi_Sace
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I do not really agree with that. The first three tiers are about discovering the kerbolar system and getting the tech up to support heavy lift vehicles for transporting significant amount of resources. In tier 4 it would be logical to have some first colony parts for construction and resource gathering, so that in tier 5 players could construct huge colonies to start preparing for an interstellar flight. I understand that the repeating stuff for an experienced player can be boring. I also want to start playing with colonies right away (already did most of the early stuff). A solution for that could be to set science point gain per experiment very high in the beginning of a safe, get fast to tier 4+ and then set is back to normal. Than you can really start at that place really quickly. The colony and resource gathering gameplay is really what was missing form KSP1, so I am really looking forward to that. Hope we get some more information about it soon.
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That would indeed be helpful. I would love to see map overlays for in the tracking station. I was thinking about elevation (like in your comment), temperatures (great for colony planning) and a resource overlay. This could be coupled with (orbital) scanning. This would make science also have direct impact on gameplay.
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are telescopes planned?
Lowi_Sace replied to Kerbal410's topic in KSP2 Suggestions and Development Discussion
Beining able to scan for recources and create temperature map (cooling colony) to determine were to build a base is very much needed. So I hope -
In the current game there already are a lot of fuel tanks. This mainly is because there need to be multiple fuel tanks from (Almost) every diameter. In the future we will get even more fuel which can make finding the right tank a pain. Therefor I tank fuel tanks should become procedural. This will give the player more customizability options, while also limiting part count and making some gameplay aspects (like fuel transfer and part searching) easier. Here the suggestion on how to do It: fuel tanks: • regular round tanks: procedural in length (smooth) and width (stepwise: xs,s,m,l,xl) o maybe for tanks add sizes: sm, ml and xxl • MK2/MK3: procedural in length • MK2/MK3 to regular round adapter: en length procedural and regular round side in width • Droptank: procedural in length (smooth) and width (stepwise xs,s,m,l,xl) • Please add nose cone tanks (procedural with and length) • Make part switcher between methane and metalox (can also be repeated for hydrogen/hydrolox) o Slider for feul/oxidizer ratio: practically for engines that work with or without oxidizer o No need anymore for methane only thanks o Tank automatically switches to type of detached engine (also be done manually if necceserry) This approach will really limit the amount of fuel tanks needed and the pain of not having the fuel tank you want (problem for methane only tanks) or the right size. Also separate size adapter tanks would not be necessary anymore. It would be cool if the DEVs would also make liquid fuel engines for hydrogen (or part switcher current engines), which would be very practically for places where methane is hard to come by. For hydrogen (maybe also methane) there could be three round tank options. Regular (hydrolox), regular (hydrogen) and deep space hydrogen (looks like current hydrogen tank, lighter but less strong. aerodynamic than regular)
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A bunch of suggestions
Lowi_Sace replied to MirageNL's topic in KSP2 Suggestions and Development Discussion
I did not get why they did not do that. Now we have to search a while to find the right part because there need to be multiple parts for every diameter. Also increasing part count on vehicle. Having adjustable fuel tanks will give players more customizability options, less searching for parts and a lower part count per vehicle. This should also be done for Cargo bays, SRBs, structural parts etc. For feul tanks I would like a close to almost procedural approach. Being able to change the length (Smoothly) and the with on both ends stepwise (xs,s,m,l,xl). In that case players have complete freedom in feul tank designs and all the round tanks and adapter tanks could be in one part. Having a fuel switcher between Methalox and methane would also be nice. No need for making them separate, Could even be couples with a adjustable methane and oxidizer ratio. If implemented properly this would be really dope. It could be used to launch rocked from higher altitude or in case of blimps transport stuff between colonies (very handy on eve). But this seems like a post 1.0 feature, because it would probably be complex to implement properly -
I would like the ability to save multiple color combinations (not just agency color) and choose color from color hexagon
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I like that idea and the picture does also look good. It is very clear picture that shows the player the layers of the atmosphere there trajectory is crossing. Also an indicator on the trajectory line that shows your trajectory is entering an atmosphere would be nice. Maybe the trajectory line could have another color if in an atmosphere, so you know that from the line will not be accurate anymore
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I just want them to make the feul tanks procedural. The MK2 and MK3 tanks would be only procedural in length and the regular tanks in length and stepwise in width (so XS, S, M, L, XL). Then just add a part switcher between methane only and Methalox (Same can be done for hydrogen)
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Reinvent the parts physics system?
Lowi_Sace replied to CiberX15's topic in KSP2 Suggestions and Development Discussion
Could be a good solution. Maybe could be coupled with a stress and strain system. Yeah, they said they were testing different long time and short time solutions (like rigidbody). Considering the complexity of the game and the fact that the system needs to work for a lot of vehicle combinations, I think we will be stuck for a while with the current system. -
Procedural Ladders
Lowi_Sace replied to AzuryxxVORTEX's topic in KSP2 Suggestions and Development Discussion
This or a tool to easely place and align them would indeed be very handy- 7 replies
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I think in terms how they organized the cockpit is very nice. Having one for every size. A way they could change it is by bringing part variants back. So selecting cockpit and then choose the regular or extended (2 seater) version. The same can be done for crew pods, after selecting the size having a few pod designs to choose from (like crew dragon style for M), with all having their own advantage
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Make Minmus Green Again
Lowi_Sace replied to PicoSpace's topic in KSP2 Suggestions and Development Discussion
I like what they did with the planets and moons. They all look way better and realistic now. People who want the exact same planets as in KSP1, should play KSP1 or wait for a mod in my opinion. I am kinda disappointed for that there are no outer planets (makes system feel a bit unfinished). But interstellar will give us a lot of crazy placed to explore -
Outer planets could be a cool gate between the current planets and Interstellar. Interstellar is very far and this could give players more cool places without leaving the system. They could give some more cool places to explore and different places to build unique colonies. Like most places they are based on real life examples. Places form our solar system that would translate well would be Titan with lakes of rocked feul (Methane), subsurface ocean, Low gravity combined with thick admosphere. Also moons of Uranus and Neptune Could be nice, giving really a feel how dark places that far a way from a star are. Pluto is almost binary with its moons. Since the devs made a special physics for a binary system (Rash and rusk) we could play with that physics without going interstellar. This is what excites me about the interstellar update. Starting from scratch with very limited recources in a whole new system to explore. But they needed Voyager to discover more of its moons and map some of the moons surfaces in more detail. That could be great for a future feature. more detailed information about planets/moons by orbiters and probes. Would add more then just go there and do some science
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More procedural Missions (secondary)
Lowi_Sace replied to Suppise's topic in KSP2 Suggestions and Development Discussion
For me the same. In KSP1 I had rockets build for different kinds of payloads and some standard missions. Now I just build very inefficient crafts. I do however think this will change with resource gathering and colonies. You are limited by what is available at the colony and shipping stuff to colonies will take time and can probably only be done during certain launch windows. A career game mode could be very cool in terms of gameplay. But it should not be a copy of KSP1 career mode. -
HOTAS/Joystick support
Lowi_Sace replied to Capt. Hunt's topic in KSP2 Suggestions and Development Discussion
This is a must for a game like KSP. Hope they are working on it -
That would indeed be nice, would aslo make interstages easyer
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RPG Element for kerbals.
Lowi_Sace replied to Kingzzor's topic in KSP2 Suggestions and Development Discussion
Functions would be nice. Every kerbal should have basic stuff they can do, so no need for having specialized kerbals. Specializing a kerbal would give some cool gameplay advantages for the player Examples Basic kerbal: can do what kerbals do now (maybe some less piloting stuff) Pilot : more flight options like automatically executing manuvre, more advaced docking options Engineer: being able to make simple repairs, restore parashutes etc. Scientist: gives more science when in laboratory, taking samples and making surface reports Maybe a training center would also be nice which had a limited output of kerbals. Makes them not seems as expendable. There you could maybe also upgrade kerbals. Upgrading kerbals to function may also take time and costs science points -
Something for the bop crater
Lowi_Sace replied to Jaypeg's topic in KSP2 Suggestions and Development Discussion
I just think the Impact detroyed everything in the crater. Maybe some renments of the object wich hit Bob could be added there. Because the crater is very deep, I think there will be some cool recources down there giving players enough reason to go there- 1 reply
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Suggestion: KSC Museum
Lowi_Sace replied to JKpart's topic in KSP2 Suggestions and Development Discussion
Would be cool of having a museum were you can safe a model of a rocked after a mission with maybe a little text, blueprints and screenshots taken during the mission. When later visiting the museum you could see the models from missions which you deemed crucial for your space program (during that safe)- 10 replies
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This would be cool, like having a small, medium, large and extra large launch pads. They could also limit the width (not parts) of the rockets that could be launched. Progression of launchpads could be coupled to the tiers of the tech-tree , so upgradable (with science points) when going into a new tier. We will get more launch locations later (with multiplayer update). Would be cool if they would all have an unique style/layout and players can choose from which one they start. Maybe some not located on equator, making the game a little harder. Hope one unlockable launch location is the KFC of KSP1 Edit: Launchpads could also be a limiting factor for how much automated supply routes you could launch from kerbin. In the game kerbin has unlimited supplies and this would give a realistic limitation to automated transport routes from the surface of kerbin, without limiting players to launch unique/cool rockets.
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Tech tree need little tweaking
Lowi_Sace replied to Radekpl's topic in KSP2 Suggestions and Development Discussion
I disagree, the fact that we started with kerbals in KSP1 is what got people hooked on the game. they just made the game very fun. Maybe an option, before starting a game, to start with kerbals or probes could be done. -
Resource gathering and transport routes will come way later. Curios how colonies work without resource gathering. Hope that we could at least make some fuel on location. Colonies will probably be a very big update. The devs shown a lot of parts will be added to the game for building big orbital and ground based colonies
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