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Presto200

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  1. Respectfully, The post did talk about them working on each of these problems: And even more he talked about fixing one of the main annoyances that come with the problem. While this doesn't necessarily fix the Delta-V calculator, It shows that they are committed to fixing the issue and making sure that the game stays fun while they work on it: I don't mean to disregard your concerns but I think if we are asking for more quality communication we should keep a positive attitude when they deliver, especially when it's specifically acknowledging what we have been saying for a while. I'm not saying anyone HAS TO be happy with where we are but I think a positive outlook is always better especially if one main complaint was asking for them to talk about what they are working on before it's here.
  2. I am also hoping for a Science tweak in the next couple updates, I know they didn't necessarily touch on this topic in this post but seeing so much progress coming soon (especially in terms of UI) I think it is appropriate to bring this up. I'm linking my old discussion on this topic, specifically on how the science is gathered from experiments. I think this improvement would also help first time user experiences because on release of FS! I was having a hard time understanding why it was one press and didn't feel like I was actually using all the experiments I put on my craft. There were times where I press the science button and didn't quite know what just happened if anything. Anyways, I just want to share my thoughts on my hopes for the next couple updates (doesn't even need to be 0.2.2). Again I love the communication and am excited to see where this game goes!
  3. I love hearing more about development! It's great to see that the development team is taking the community's bugs into consideration. I also love getting to see at least somewhat technical talk on how yall establish what needs to be worked on and how they are being worked on. I appreciate the idea of unlocking the maneuver planner from Delta-V, I think that is a great call! I do want to say that I hope it stays this way even after the Delta-V calculator is "fixed", I would suggest just adding a warning statement that says "Plan exceeds Delta-V" but still lets the user try. Great work everybody and I appreciate hearing more about the development process!
  4. I will be curious how they will make it so you can't just timewarp in order to have infinite resources after setting up supply delivery routes, money does make things more finite, I would suggest they should keep "Exploration" mode without money for people who don't care for that restriction (i.e. me ) but they should add a career mode that does add money, I did see a good looking mod for a money system for KSP2, I'll link it below
  5. This is my take on the craft file saving system, I think this would be good because then autosaves can happen often and not take up a bunch of space. The devs have said they know that the current craft file system is not optimal and it will get changes when other (more priority) bugs/features are dealt with.
  6. I wonder if they still have these meetings internally
  7. any news on your attempt? I'm excited to see what you come up with
  8. I wanted to make an amendment to this post, specifically after watching Matt Lowne's most recent KSP2 video: Matt Lowne struggling with rover wheel physics bugs: 35:30 - 43:40 I don't usually build or drive rovers in the game so I guess I was blind sighted to what that experience is like in the current game. seeing him drive a rover and all the bugs from that is very disheartening and I hope these things get fixed soon, hopefully in the next patch. Anyways, if we want to talk about that more we should make our own forum thread for that, in terms of this thread I'd like to make an amendment that small rocks are fine to not have collision, but medium to large rocks definitely should. I'm going to use some screenshots from his video to be more specific: Small (no need for collision because then driving would be no fun): Medium (I'd appreciate collision so that you don't just drive in a straight line all the time, also assuming wheel bugs are fixed by then): Large(obviously collision should be turned on for these): Hopefully these amendments to my original post is well recieved, I really do think this is an important thing to add a bit more immersion in the game. P.S. somebody with more experience driving rovers in the game should make a thread about that
  9. I wonder if the next patch will do a slight rework on the science system, maybe some numbers of science rewards, some of the texts for experiments being done, but also the system of science gathering in general. I made this post a while ago and I think there's a decent amount of people who agree. Obviously all we can do is speculate but it's been a while since the last patch so maybe this will be in the patch:
  10. Here's to hoping that them specifically saying "Primary" means that there will be expansion of side missions, one problem though is as it stands you only get side missions whenever completing main mission goals. I think for longevity of the game they should bring back procedural missions that make you feel like you truly are building a space agency that needs to test out parts and build infrastructure around the solar system (and eventually Solar Systems ). I would also go to @steveman0's point and say they would need to find a balance between repetitive and fun, as well as a balance between easy and difficult. As I've said in a previous post, I don't find myself coming back to KSP2 for play sessions as often because after you get to a certain distance in the missions, all missions are far out and difficult. Not to say I don't love this game for the challenges, but I don't always have the time to do a whole big mission, so I only find myself coming back to the game when I have a long time to play because I don't like splitting missions into multiple play sessions. Anyways, I think there is a lot of time left in development, I think every roadmap milestone (besides multiplayer) will bring more missions, whether is is adding to the backend of the main storyline or adding side missions. This will at least help but I share your opinion @Fizzlebop Smith and I hope procedural missions come eventually so that there is infinite potential for the game and that we can play a decade into the future like KSP1.
  11. This was my suggestion for a slight rework of Science, I basically said that I think having a 2 click system would be better, right now with 1 button press I think science is less personal, at least in KSP1 even though you had to search your craft for where you put those tiny science modules you got to feel like you're using each of your modules. I suggested having the left side science button open a menu that has a list of all your science parts on your craft(plus Kerbal crew observations) so that you can do them all individually if you want, but also have a "run all" button within this menu in case you don't care about getting to see each science part animation. P.S. this is not me trying to put down your comment, I agree that making Science easier (like not having to reset science modules and not having to rememeber where your science data is being stored) is much better than KSP1. I just wanted to share my thoughts that I posted about the topic.
  12. That's a good point, it does feel disheartening feeling like we don't have much information but looking back it is a lot like For Science! I think it just feels worse now because we know how great it was getting new information each week during that month prior to For Science! All that being said, I am much more interested on getting communication on the next patch since it has taken the longest between any patch in the past. I am hoping for a decent list of bug fixes, maybe 15 - 20 small bugs, performance increases, and at least 1 or 2 of the major bugs concerning the community recently (quick load vessels breaking, vessels falling through floor, rover distance problems, orbital lines dissapearing from "landed" state of vessel, ect.)
  13. I appreciate the acknowledgement Mike! Even something on a solemn note like this feels like a weight being lifted off our shoulders (at least to me). I appreciate this communication, even if it is to tell us to wait one more week. I have high hopes that this can be a pivot point for the community and that we all can start getting excited for our favorite game again. Best of luck to the Devs and CMs, our expectations are high for next week, we've been waiting for some meat to chew on. Much Appreciated!
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