kdaviper
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Everything posted by kdaviper
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What use is planning a maneuver when the outcome can be vastly different than your plan?
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Here's an experiment: in ksp2, plan a 1000 dv maneuver with a rocket with a 1.0 twr. Now plan the same expenditure with a .01 twr. Notice any difference?
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Wheel "low gear" or other torque solutions
kdaviper replied to regex's topic in KSP2 Suggestions and Development Discussion
You can always add moar boosters! -
Can we please get more methane fuel tanks?
kdaviper replied to ORC_'s topic in KSP2 Suggestions and Development Discussion
Has anybody noticed any difference between the models? I assumed they were the same but haven't actually compared them closely. Smaller methane tanks would open up some opportunities for tiny planes. I would even like to see smaller jet engines. Maybe an rc-sized radially attached jet or something. -
What happened to increased communication?
kdaviper replied to DoomsdayDuck555's topic in KSP2 Discussion
Likely never -
What are your suggestions for KSP2 development?
kdaviper replied to Meecrob's topic in KSP2 Discussion
One does not need to complete missions in order to unlock tech, they merely serve as a potential pathway for new players and yet offers some challenges. I do think there is a lot of room for improvement however. For example, I think it is an astute point that there is no mission that requires docking when it is a core mechanic and opens up so many mission profiles. As far as the tech tree is concerned I don't think that is bad that decisions must be made between parts. However I do feel that planes are sort of jimmied into the tree and their tech cost does not necessarily reflect their usefulness. Perhaps they could be integrated into other nodes and the node cost or science rewards could be adjusted slightly to compensate. -
What happened to increased communication?
kdaviper replied to DoomsdayDuck555's topic in KSP2 Discussion
So are you upset that they listened to the community and changed their mind about implementing a stop-gap? -
Candidate 5 days ago as well
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What happened to increased communication?
kdaviper replied to DoomsdayDuck555's topic in KSP2 Discussion
Totally forgot that anybody who purchases an early access title is entitled to inside information. My bad. -
What happened to increased communication?
kdaviper replied to DoomsdayDuck555's topic in KSP2 Discussion
No they are not. Repeating this again will not make it any more true. -
I don't think adding tracks would be a huge obstacle, as iirc the wheels in KSP are essentially just skids with rotating textures iirc. From what I understand they would have to change the shape of the collision mesh and artwork that corresponds to the new shape. However if the above is true I don't see how they would be able to articulate over terrain and if that was desired they WOULD need a major rework
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Thing is I have built things using similar construction methods as you and don't have near the problems. I've had problems with the docking ports but only when disconnecting them from decouplers via staging. I've been able to attach them to each other as well as attaching parts directly to them and then undocking to separate.
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None of the teasers have but the Dev diary with nertea about thermals showed some sketches and concepts for ground based colonies
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I think the purpose is to replace ksp1-style surface bases with physics-less surface bases that don't suffer the same drawbacks bases as ksp1
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I hate to say this but I think KSP2 has it out for you.
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How do you typically attach your nose cones?
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K.E.R.B. Report Update
kdaviper replied to Dakota's topic in KSP2 Suggestions and Development Discussion
Of course every thing they include of exclude at any point in time is a decision. Instead of implementing comment occlusion, they have decided that their time is better spent delivering other content and fixing the foundations of the game. I tend to agree with this decision. While I do see the value of adding additional challenge via occlusion, I am more interested in seeing: -the challenges and gameplay opportunities afforded by colonies -resource gathering and how that will tie into both science collection and colony function -Much-needed improvements to UIX, including but not limited to maneuver creation, map view, PAM, resource Manager, and vehicle construction. -optimizations to performance, especially considering terrain generation, vehicle physics, and fuel flow -bug fixes that are frustrating to experienced players and game-breaking to newer players. Let's not miss the forest for the trees. The difficult part of this is we can only see a few trees around us while the rest is hidden behind nondisclosure. While I agree that commnet provided an additional challenge, remember it did not Even come to KSP for quite some time after 1.0 and Even then could be disabled via toggle. Especially considering how performance degrades as the number of vessels increases, I didn't know if it's a great decision to encourage sending a bunch of extra crafts into orbit at this point in time. -
Pics of your vehicles might help
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Largest landed legs exploded while landing at 2m/s
kdaviper replied to allanp11's topic in KSP2 Discussion
Try time warping then trying to retract it. Then get out of time warp and try again. -
I think colony will be used to describe an assembly that has population-dependant mechanics
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Science Gathering UI/UX Rework
kdaviper replied to Presto200's topic in KSP2 Suggestions and Development Discussion
One issue I encountered with the button running everything at once is that it can really suck down ec especially doing the orbital survey and radiation samples together.