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ccbeastie

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  1. Looks like there are some good ideas on how to use orbital colonies. Excited to try it all out, and excited for the patch. those clouds look to deliver on the sweet trailer scene of val flying the plane out of multilevel (?) clouds
  2. Kinda agree on this one. One of my biggest fears for development directions is that is gets too simplified. Being able to do things simply on default settings is great, but removing the ability to do things at all is a bit of a let down for me, and I guess a lot of ksp1 veterans. My initial expectation for the game was all of ksp1, but better, and then more. I originally justified buying the game since I waited on the expansions so long I was deciding between the two. I figured that those features would have to included in the base game of 2 and I might as well get in on the EA. I'm curious what the motivation to play will look like when the game is more fleshed out. Like, will it still feel like it does now where you kinda do the missions and then it feels over / less compelling, or if colonies etc will feel a bit more minecraft or something. Part of the feeling done right now comes from already having done basically everything I'm willing to put the time in for in ksp1 (jool 5, land on all the bodies, max the tech tree, etc), and not feeling a need to repeat it in 2 without something driving it. Overall stoked for this update, happy to see more performance and visual improvements. I check for these updates periodically, and seeing substantive update is always a bit of a high. I'm also curious how colonies will be structured. In ksp1 the whole fun of it was planning something out and figuring out how to get it there and assemble it, but then it was done. Building it in a VAB type environment seems like it trades that bit of fun for scalability and hopefully something more that I'm not appreciating right now. Like maybe base planning (thinking of old school rts games) mixed with a more serious clash of clans-esque build up over time as resources accrue. building with the terrain could be really fun. Making an orbiting station though seems less compelling to me. Like, add fuel tanks and docking ports and living space and a refinery maybe and then do what? seems like launching orbital stations is still the way to go for gateway type stuff. Maybe not for orbital colony ship construction? IDK
  3. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: windows 11 | CPU: i5 13600k | GPU: 6700 xt | RAM: 32 gb start with xs parachute (mk16) and add a small tube (so that the tube is angled like a diameter adapter). Now select both of them, toggle symmetry and put them on top of something. only the part where the mouse is gets angled tubes, the rest are straight Included Attachments:
  4. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: windows 11 | CPU: i5 13600k | GPU: 6700 xt | RAM: 32 gb When the animation for large landing gear deployment finishes the craft gets a kick When exiting physics warp with large legs extended in proximity to the mun the ship got ripped apart
  5. My four year old and I made it. Thankfully the kraken did not wake.
  6. Excited to see development continue and not hint of devs being disheartened by negativity surrounding early access. Looking forward to a bright future for KSP2 :)
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