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Antiglow

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  1. Honestly, I would be up for them moving to only awarding science points for missions and making science tools be interesting/useful tools to help play the game like SCANsat. I like the idea of optical science tools for unlocking / starting asteroid missions. Thanks, I agree that it needs to be reverted to the original. Currently it is too confusing. My main issue remains the camera controls. I constantly find myself running up against the bounds/poles of the camera orbits and sometimes spinning wildly around because I am too close to the polls. Why don't we just have a free orbit and a key to reorient to N/S like most other games? Also the camera in the VAB is way way too restrictive making it too hard to build complex craft.
  2. Hello KSP2 Dev Team, Congratulations on the exciting launch of FOR SCIENCE! After returning the game the first time and waiting until this update. I have picked up the game again now that it is more playable. I have thus far enjoyed playing until orbiting Minims -- following the missions mostly. So far so good! The game is graphically beautiful and while I've had some issues and bugs nothing has been a major game crashing / blocking issue. SCIENCE: I like the reorganization of the tech tree. It is well thought out. Progression and pacing is fair so far. Science animations are great and I like the longer time experiments There does not seem to be many "science devices". Rather than a smaller version of the science junior I would have liked something else to use. Science text is missing the charisma that the first game had. it was hard to tell in the UI that science data was transmitting Science is too much of a "press a button and get points game" currently. While it is nice to see that there is science to do in an area. I do not like the "do all science" button. There needs to be intention to do the science in the area and the player needs to see the device they're using. It would be nice if there was a driving factor other than magical science points for doing experiments, something more grounded like doing certain types of experiments gets you more missions with a particular agency or helps you with colony buildings once those come out. Like you can't build in an area until you do a surface, weather etc.. survey. But most of all, Science needs to build on itself and return useful results the player can actually use in the future. SCANsat (a mod for the first game) results for example could be used to find things and identify landing areas. Science should also be an education tool. obviously a game like this can be educational so why not do a bit of what the first game did and give some realistic data and explanations from the experiments (even if you are trying to get a pressure reading in a vacuum let the player do it). Returned samples menu. It would be nice to have a lab building or something where I can see all my returned samples, who got them, where they came from, what was discovered, and from what mission. One thing I will say is I liked from the last game is the building upgrades feature. Especially how it limited the number of parts you could use on a rocket until you upgraded the VAB. It taught the player to be efficient. I could see that being something that would be good to add to exploration mode for progression pacing (and engine limitations). It seems kind of odd that I can build a huge rocket from the start with no limit to size. GAME ISSUES: Stars don't move with planet rotation. The sky stays still under time warp. Flags: No way to add custom flag image without a mod. Flags are not persistent Flags cannot be found in tracking station Flags often use default logo rather than selected logo Still can't get the stack separator to actually separate. Mission list awareness of already completed activates The mission list should be aware of if you have already landed on the moon and returned for example. Cannot create maneuver plan when game is paused Can't create maneuver to orbit a body before ship is inside gravity influence Cannot target mission point of interest Can't rotate smoothly. rotation stops on point camera rotation was a large issue for me. it kept on stopping at a point or spun very quickly around. The camera orbit needs to be free form and not blocked by N/S poles for ships at least. Maneuver nodes Cannot jump to next/previous orbit Needs more fine controls allow me to change start time without having to click and drag the center of the node at the very least Too many popups often block clicking on node (like the KSC center) Often cannot click on center of node Needs transfer window planner Can't read text when renaming vehicles in the tracking station Heat animation looks low-quality / resolution honestly it looks a bit like plastic right now. Enter / exit gravity well animation can be too large / in the way Parachutes clip into each other For science was a large step in the right direction. Keep it up!
  3. I agree with this. Such clipping should not be allowed or should be penalized by simple logic. For example if a fuel tank is clipped into another fuel tank it should reduce its total capacity by the amount that it is clipped. Same thing if it is clipped into any other other solid part. For hollow parts maybe give the user the choice, but in those cases total fuel should still be reduced a bit. Aerodynamics should be calculated only based on the vessel's outer shape.
  4. Posts like this make me relieved I refunded day 1. This game should have not entered early access without heating and basic science. Between not being able to properly manage community, (Seriously all you have to do is follow successful examples out there like Satisfactory) and having a very bad procrastinatory update pattern, I have no hope left that this will succeed even though I desperately want it to. The warning signs where there from before day 1. Videos not really showing development, too much focus on cinematics, no live streams, simple bugs identified before launch not being fixed on launch, very little communication, only “corporate talk” in updates, no hot fixes, and most importantly little to no transparency. All of these point to things not going well in the backend. Not that I don’t think they can’t turn it around, but the fact that haven’t even started to makes me not trust them. I’ll return when thermal and science hits (if they get there) but before that this game may as well be in a pre-alpha state. The little bird was too young to leave the nest and got dropped on the floor— the parents don’t seem to care.
  5. I agree that it is nice that people came up with their own, but I think that was more of a reaction to a lack of it exiting in the first place and to make up for the game missing it. I don't think the devs creating their own mystery prevents modders and creators from doing the same. Both can exist at the same time. The great thing about a mystery like this is you can ignore it easily and have the same KSP 1 sandbox experience. -- To clarify especially to those that don't know Outer Wilds. I am not talking about a tunneled story or narrative that is spoken to you in any way. No pre-roll, no cutscenes, no blockers of any kind, the mystery is only solved based on knowledge the player gains and the player starts with no knowledge of the world or even that a mystery exists. Clues point to each other and if you want to follow them you can if you don't, then don't. At the end the mystery is much clearer but still left up to the player's interpretation of it all. But for players that want more of a reason/purpose to explore and more to the planets this would be very engaging. (Unlike outer wilds I don't think there should be a translator or text beyond that which comes back from your science devices as a readout. ) Also I think the clues should be a bit harder to solve, not as hard as the SSTV Duna signal where you need external software to view the image but a little more science heavy than the normal game.
  6. Antiglow

    Story

    As we wait for the game to become more stable, I wanted to bring up the topic of story. While the main focus of this game should be creativity and a realistic space simulator it’s always important to have a reason to explore beyond just landing on new planets. I feel it is one of the main things the previous game lacked. I know the devs have ideas and probably a few things already in the works in regards to story with a few of those being already hinted at in videos and models found in the files. However, It’s important for the story to not simply be just Easter eggs, but actually be something interesting that ties the world together and drives the player to explore other planets and star systems. The closest thing that comes to mind is The Outer Wilds which is a masterpiece with this concept. (If you haven’t played it, play it now) I will not spoil it here. If the devs could capture at least 10% of what The Outer Wilds does with its way of story telling and driving the player to explore planets for the sake of exploration and uncovering a mystery, it would make this game much more engaging and may also entice a wider audience. It would help planets not feel like barren lifeless spheres but like they have some mystery to them, something to uncover and some reason to be there. It could even tie into mining and resource gathering like “the player must drill down beneath the monument to learn of the xyz to and understand the next step” Adding the story into other science tools such as signal systems, telescopes, terrain and thermal mapping systems etc as well would be expected and an exciting experience. Imagine getting a strange signal from a distant planet or star system you need to triangulate. Now you have to setup sensors on different planets to get a fix. What if mapping the planet with SCANsat revealed something undetectable to the naked eye? Need to build a rover to get there Find a strange mark on the planet? Turns out material analysis shows that the dirt is not native to this planet. Wonder where it could be from. Things like that, but have them tie together into a deeper mystery, not a simple Easter egg. Thoughts?
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