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Everything posted by cocoscacao
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The idea to add transparency (bare metal) was also cool. It would be fun if the paint weight is considered, so if you want a pretty rocket, you'll have to sacrifice dV/TWR. But this is such a minor nag. The feature is awesome.
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Bought the game - Instant Regret - i hope this is a joke
cocoscacao replied to Moons's topic in KSP2 Discussion
And the remaining 300 hours consisted of what? -
There is a lot of useless clutter in it. Batteries, fuel tanks, static structural parts, basically anything that doesn't have some sort of state user can change (toggle antenna, lights, deploy fairing etc). It is a nice idea, if you for example ALT + click on several parts, you get their info in a confined space, instead all over the screen like in ksp 1. Maybe not remove it completely, but re-purpose it...
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Use too early to tell option, if you have some improvement ideas (and share them here). I agree that label could have gotten a more descriptive text
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State your opinions
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Bought the game - Instant Regret - i hope this is a joke
cocoscacao replied to Moons's topic in KSP2 Discussion
Games are generally cheap commodity, if you're buying what you're going to play. Imagine how much $ per hour costed an average player of, say, Age of Empires 2, that bought it 20 years ago.... -
Colonies strongly imply life support is coming... right?
cocoscacao replied to cephalo's topic in KSP2 Discussion
@Basketcase What do you use to inspect .dlls? -
Rover wheels need more torque
cocoscacao replied to a topic in KSP2 Suggestions and Development Discussion
I'm not sure if that is a good idea. This is pretty realistic behavior, and I have a hunch that it will be connected with colony gameplay. Nate talked about creating rover routes, transporting resources from extraction point to landing sites. This adds additional challenge on where to build stuff in the first place. All of this is pure guessing of course. Worst case scenario, they just increment torque property in a config file. -
Kerbal Idle Animations - Thoughts? Suggestions? Discussion.
cocoscacao replied to LameLefty's topic in KSP2 Discussion
I don't recall any of them being nervous when on the ground. Maybe that could be added to less brave ones? Not scared, but not exactly comfy either... I agree with the butt scratching one. Keep 'em adorable, not childish. It doesn't match with what they're doing. -
Agreed... however: Why is this not present is something I can't put my finger on. For example, there has to be TWR info somewhere, otherwise the game wouldn't know what to do with the vessel when you fire the engines. I'm wondering why that readout wasn't included for the player. We have other readouts. Bugged up to boot, but still present. I'm focusing on TWR here, but there are many little details present.
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Colonies strongly imply life support is coming... right?
cocoscacao replied to cephalo's topic in KSP2 Discussion
@Astro648 So it's not my imagination. Is there any link to confirm this info? -
Struts not intended for large craft?
cocoscacao replied to Fullmetal Analyst's topic in KSP2 Discussion
I haven't checked that behavior in KSP 2, but try doing it in reverse. Strut "knobs" stay on the target element, so just hook them from main core to boosters -
Colonies strongly imply life support is coming... right?
cocoscacao replied to cephalo's topic in KSP2 Discussion
I can't find the damned thing, but here's another one hinting that I'm not yet eligible for brain medication. Nate says "...and then later, as the population of the colony grows..." colony grows I recommend watching the whole section. -
Colonies strongly imply life support is coming... right?
cocoscacao replied to cephalo's topic in KSP2 Discussion
I think I've heard somewhere (been trying to dig out the video, if it actually exists) that colonies will have reproduction feature. If supplied properly, and living conditions are good, new Kerbals will start appearing in it. Please let me know if I'm mad or not. I'm also curious if there will be more professions, and what they might be. Edit: Regarding colony population: link -
High end PC doesn't mean less bugs. It means you get annoyed in high resolution.
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@The Aziz Many parts would benefit from it. Just setting action group button to open close multiple cargo bays is tedious. I'm not promoting full procedural (like engine mount length), but at least modular. You can set length from 1 to 4, where 1 is the length of a SM version. That implementation shouldn't be hard given what is already made.
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@Chilkoot I don't think it matters that much, considering there will be at least 2 new planetary systems. Plus, I'm hoping that science and colony stuff will give us more things to do on both new and familiar grounds. KSP 1 is pretty barren in that regard. Driving rovers around aimlessly in search of a rock to scan, isn't exactly fun.
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Separated. Too much clutter when viewing from certain angles.
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I'm not sure if this works for Kerbal jetpacks, but you can use caps-lock to toggle rocket/plane control sensitivity
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I wanted to include that as well, but I forgot. I like to mount fuel tanks radially sometimes. I guess everybody does. You can see how that may be a problem here
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Daily rocket inspection Minmus Technothrone
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Bought the game - Instant Regret - i hope this is a joke
cocoscacao replied to Moons's topic in KSP2 Discussion
Ooh, I am the privileged one. [snip] PS What the heck is in your avatar gif? A frog in zero g?