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DancZer

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Everything posted by DancZer

  1. People tend to forget that KSP1 back then was different, because the community was different too. Now it is much better and we have players who joined to the KSP community when the game was more polished then in EA. Their expectation is different than those who travelled the journey of the KSP1 EA. We should be patient with the development. Forcing and making unnecessary noise is destructive. My strategy is taking a break and play KSP1. When an update come for KSP2 I try it if I can enjoy it now or not. We have now two KSP we decide which one we want to play. New game needs a new foundation to be long term stable and scalable. I follow many other EA games they more less has similar progress (eg. Arma Reforger, Son of the Forest, Satisfactory). The progress could vari on many things. If a game develop a platform, then the development is much slower (e.g. Arma Reforger). If the game could utilize the existing features of a base engine it progress faster (e.g. Son of the Forest). Our responsibility as a community in EA to provide valuable feedback for the development, so the game evolves to a game which we love and does not have feature which we don't need.
  2. @Dakota @Nate Simpson the pic looks epic. I wonder what is the main goal /vision for re-entry heating compared to KSP 1. I found the KSP1 reentry sometimes a bit strange. Expecially when parts without fluid disappeared in a big explosion. Eg. Antenna, wing, structures. For visual and UX point of view a melting of the object instead of sudden explosion in this case would be better UX. This could lead to a damaged ship after a rough re-entering or takeoff. I know that object morphing is not an easy feature to implement, expecially if there is a lot of models and LOD-s, but improvement on this part of the feature is very welcome! Keep up the good work! Looking forward to the Patch Two!
  3. Not mentioning, that automated testing is developing a software for a software (it is lot of effort to do it good, because it could also have bugs). There are methods like bots or monkey testing, but best would be to teach an OpenAI to play the game. With these methods you can find performance or CTD issues, but you can't find usability, design or UI issues.
  4. Does anybody knows how often will they release a new version during the early access? They had a session at ESA on Feb. 9 which is two weeks before the early access starts. My guess that they work in a two weeks sprints to iterate/increment the KSP2, which would mean that they would deliver at least in every two weeks, once a feature is ready to open for EA.
  5. Hi everyone! Every time when i build a payload for the rocket i test it multiple times in space with cheats->set orbit. I use it to make sure that everything will works as expected. That's why i noticed that we don't have vacuum chamber at our space center. I think it would be a great extension mod which you can access from the VBA and the SPA with one click. This would add a frame for the pre flight testing. Features: vacuum chamber without air static testing fall testing(for zero gravity) - you are able to drop things from the top of the chamber and the camera would follow it. During the fall you have zero g and you can test. To avoid crash imagine that things are hanging on cord and it stops the things just before crash. vibration test (if you have ideas, leave it in the comment) I have question for the modders, because i'm haven't modded anything to the ksp yet (i did it for other games, like arma). Can i make this kind of mod without serious hacking? Thank you! DZ
  6. I really like the mod. It's makes the game more interesting. But sometimes when i load the game the vessel spinning rapidly. The direction is random each time when i load the savegame. Can you do something with it? I tried edit the save game without success. Here is my save: https://www.dropbox.com/s/1txqqpfvfryz5ew/quicksave.sfs?dl=0 Try to load it multiple times and watch the direction of rotating. It's different every time.
  7. What about asteroid belt somewhere between planets? I think it would increase the challenge to reach outer celestial bodies. A belt where asteroids generated randomly(and store it into the save file), when you enter to the belt area. Tracking the asteroids inside the belt? Let add some dust there and "tracking not available because the signal is too noisy" message.
  8. I agree that the game need some kind of life support, but i think adding more stackable or radial parts isn't the best way to do that. It would be better if we could use it as the Universal storage mod. The stock parts are really limited in this way and we can't make compact small modules like the Soyuz module.
  9. Things that are currently not saved on quicksave: -UI element state -context menu -navbar -current view(map or vessel) -top left UI elements -navigation -data transmission state -fuel transmission state
  10. NeoMorph: I like the idea and I'm with you. Of course there is a work around for this feature, but that doesn't mean that it's not a good idea. You can mod and hack the game as you want. But does that mean that every suggestions is worthless? I remember the time, when i suggested to remove Revert button. Everybody lost his mind. Now we have it.... This feature would help making better vessel design in less time and more elegant way and with simulation resources it would open new game play possibilities. So why not? Because you don't like it? Let me ask something. Do you like the vanilla career? Because i don't and i think it's waste of time. I have better gameplay experience with BTSM mod and that's my two cents.
  11. These things should be mandatory in the vanilla game. Thank you for your efforts! :-)
  12. As clivman says. When the part reach the maximum temperature it's explode. No partial damaging.
  13. I think there should be an another way of damaging the parts on reentry. Items which not contains flammable should not explode. They should somehow melt. e.g. 50% When the item melting reach the 100% then it should disappear. Adding multiple way of melting(e.g. linear, exponential) would increase the variety. E.g: antenna melt faster if is't deployed. How it should melt? Well, its depends on you. The simplest way i imagine is changing the object geometry(e.g. 4 different condition state 15%,30%,60%,100%). If you want to increase immensity then the part condition should affect on it's behavior. Ps. This could be applied to parts which are in the engine's burn area. If you like it please support the ticket! Thank you, DancZer
  14. If we talk about the vanilla game without any mods. I would make it a sandbox game with tons of game mechanics like: reentry, remote tech(with some simple way to program probes), life system, material fatigue, etc. with mission editor. The difficulty settings should balance these game mechanics(eg. max reentry heat). I think the whole career branch is waste of time. Of course we need some missions to show the game is what about. I know that i can do the above with mods, which is good. But this isn't change the fact that the squad move in the wrong direction. Edit: I left out the most important thing! MULTIPLAYER Edit2: Currently the game of me is an empty Minecraft world without water, lava, animals, growing nature.
  15. In case of Arma they don't put experimental things on the dev branch. Dev branch should be the pre release state, with some bugs in it. I bet (just as other companies) Squad make experiments and new features on separated branches and not in the dev. Then they merge it into the dev if the result is satisfying. Basically this 'pre release' dev branch is what i talking about.
  16. Hi, I think it would be great to have a dev branch of the game on the steam->betas section. Many games have these(e.g. Arma3) where players could help in testing and give an early feedback of the game. Do you want dev branch?
  17. Can be the Universe finite? I draw this once. What do you think about it? If you think about the Universe as 2D World, the finite would be a surface of the sphere. We are in 3D. Can be the finite Universe a hypersphere?
  18. You can save the last X min. It'is much more free space friendly. I noticed -5 fps drop on my y510p lenovo notebook.
  19. You are good!! Keep up the good work! Can you share some progress? Today is the first launch of the Orion, it would be interesting to launch an Orion in KSP at the same time as the real spacecraft lift off.
  20. I have no experience in KSP modding, but if you are pls comment this. Is it able to make such mod that i described in the first post? Or there are engine limitations which don't let me to do it?
  21. Reducing the thrust limiter and not the engine size/weight isn't the effective way of building rocket.
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