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PAX West Pre-show info dump (Thanks to NoMrBond for bringing this to our attention, all credit goes to them)


GoldForest

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  On 8/29/2019 at 5:15 PM, DrRansom said:

For anyone there, was there any discussion about Aerodynamics? As in, are they going to keep the current structure or try and move towards a FAR-like volume based approach. 

 

 

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I dont believe that was discussed at all, but ill try to ask them at PAX tomorrow

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  On 8/29/2019 at 5:17 PM, linuxgurugamer said:

I dont believe that was discussed at all, but ill try to ask them at PAX tomorrow

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Thanks!

It sounds like they expect players to do several base-building missions - which puts a premium on pin-point landing accuracy. Is there going to be a revamped waypoint system and in-atmosphere trajectory prediction to facilitate that? (I'd imaging that mods will get on those tasks right away, though)

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  On 8/29/2019 at 5:20 PM, DrRansom said:

Thanks!

It sounds like they expect players to do several base-building missions - which puts a premium on pin-point landing accuracy. Is there going to be a revamped waypoint system and in-atmosphere trajectory prediction to facilitate that? (I'd imaging that mods will get on those tasks right away, though)

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Is that really needed?  I mean, people can do pinpoint landings now, bot with and without mods.

basebuilding is a pa rt of, but not necessary.  Believe it or now more than 75% of players never go beyond the Mun

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No new bodies in Kerbol huh?  I guess OPM is still a mod eventually for KSP2.

Not complaining tho, just hoped for a complete analog of our solar system... without going interstellar to get the outer planets (like that Saturn analogue).

Not a deal-breaker.

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By the way, folks.  We get to have another crack at Star Theory tomorrow-- I myself have a half-hour slot in the early afternoon to interview them.  So I'd like to solicit questions folks would like me to ask.  If you've got questions you'd like me to ask them, I started a thread over here:

 

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Info about ksp 2 with timestamps from this video https://youtu.be/vu22bFtZgKg 

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Edited by linecrafter
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It does sound good.

Somethings I'd like to see on top of these would be a FAR-like volume-based aero system and OPM-like outer planets.  Both of those can be modded in, but would be better if stock.

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  On 8/29/2019 at 6:21 PM, linecrafter said:

Info about ksp 2 with timestamps from this video

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  On 8/29/2019 at 6:29 PM, EchoLima said:

wouldn't be KSP if it had clouds

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But we see clouds in the screenshot? At least from orbit. 

Edit: check my other post out. You can just make our clouds over the ocean.

 

Edited by GoldForest
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  On 8/29/2019 at 11:15 PM, ThatGuyWithALongUsername said:

The clouds could just be a thing in pre-alpha that was recently cut due to performance or something. It's possible, I guess.

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While we didn't see any clouds on the ground, every time we asked about clouds, the answer was essentially no comment.

 

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  On 8/29/2019 at 11:18 PM, linuxgurugamer said:

While we didn't see any clouds on the ground, every time we asked about clouds, the answer was essentially no comment.

 

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Oh, so that sounds more like clouds are still in the game then. Gotcha. (minor sarcasm)

Bit odd to keep them secret when you can see them (from space) in the already publicly released pre-alpha footage.

Edited by ThatGuyWithALongUsername
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  On 8/29/2019 at 11:20 PM, ThatGuyWithALongUsername said:

Oh, so that sounds more like clouds are still in the game then. Gotcha. (minor sarcasm)

Bit odd to keep them secret when you can see them (from space) in the already publicly released pre-alpha footage.

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I can think of any number of reasons why they won't want to talk about them.  Among other things, if they say there are clouds, then many other questions will be asked which they may not want to, or can't answer at this time.

We did get confirmation that there would NOT be weather, so no rain, wind, storms, etc

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Ask them if they are ever going to start posting here, listening to community concerns and talking with experienced modders (other that ones employed by Squad). Because quite frankly, Squad didn't make KSP1 what it is now. The community did. And I mean that literally, having been a part of the whole thing since 0.13, I had a chance of seeing it all happen, and bring to attention some serious issues (most notably, I was the one who pointed out to Squad that engine thrust should vary with altitude. Before, they varied fuel flow). KSP is not great because of Squad. KSP is great because of us

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  On 8/29/2019 at 11:50 PM, Dragon01 said:

Ask them if they are ever going to start posting here, listening to community concerns and talking with experienced modders (other that ones employed by Squad). Because quite frankly, Squad didn't make KSP1 what it is now. The community did. And I mean that literally, having been a part of the whole thing since 0.13, I had a chance of seeing it all happen, and bring to attention some serious issues (most notably, I was the one who pointed out to Squad that engine thrust should vary with altitude. Before, they varied fuel flow). KSP is not great because of Squad. KSP is great because of us

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Post this in @Snark thread.

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  On 8/29/2019 at 5:17 PM, linuxgurugamer said:

I dont believe that was discussed at all, but ill try to ask them at PAX tomorrow

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@linuxgurugamer, what do you think, would it be possible to squeeze some more information from them, about, you know, Linux?

I know they answered something among the lines "we're always looking for a way blah-blah", but that's seems so much elusive.  

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  On 8/30/2019 at 12:25 AM, whale_2 said:

@linuxgurugamer, what do you think, would it be possible to squeeze some more information from them, about, you know, Linux?

I know they answered something among the lines "we're always looking for a way blah-blah", but that's seems so much elusive.  

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One of the things I'll be asking them tomorrow.  But my guess is that Linux is a very minor part, they are concentrating on the main release.

However, since it's Unity, and Unity runs just about anywhere, it may be a pleasant surprise come release day

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  On 8/29/2019 at 6:21 PM, linecrafter said:

Info about ksp 2 with timestamps from this video

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Fantastic recap. I think that because you have the video link and the amazing summary you did in a spoiler, people are missing this. I suggest you repost it with just a link and the summary outside of the spoiler.

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  On 8/29/2019 at 5:20 PM, DrRansom said:

Thanks!

It sounds like they expect players to do several base-building missions - which puts a premium on pin-point landing accuracy. Is there going to be a revamped waypoint system and in-atmosphere trajectory prediction to facilitate that? (I'd imaging that mods will get on those tasks right away, though)

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Multiple bases will be needed to sustain a colony imo. I heard something about the resource system is getting revamped, so if you land in an area with only 3 out of 5 resources needed, you will need to go setup mining outposts where those remaining 2 resources are, and then setup trade routes between the two bases. 

  On 8/29/2019 at 5:24 PM, linuxgurugamer said:

  Believe it or now more than 75% of players never go beyond the Mun

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Guilty. 

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  On 8/30/2019 at 3:29 AM, mikegarrison said:

I think this is in part because the Mun with all its craters is BY FAR the most interesting body in the entire Kerbal system, including Kerbin itself.

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That's a reason to not FREQUENTLY go farther than Mun.

The reason most don't EVER do it is different and varied. Partially it's really, really hard to learn how, especially without mods or frequent use of the forums or YouTube tutorials, which I suspect less than 25% of all users ever even touch. Secondly, there is a large percentage of people who just don't like playing enough to continue once they (or even if they) get to Mun the first time.

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  On 8/30/2019 at 4:44 AM, 5thHorseman said:

That's a reason to not FREQUENTLY go farther than Mun.

The reason most don't EVER do it is different and varied. Partially it's really, really hard to learn how, especially without mods or frequent use of the forums or YouTube tutorials, which I suspect less than 25% of all users ever even touch. Secondly, there is a large percentage of people who just don't like playing enough to continue once they (or even if they) get to Mun the first time.

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It also takes a larger time commitment.
Building a nice Jool mission, even a quick get to, then land, then return will take 3 hours.  More if you mess-up rocket building or lack experience with KSP.  Even more without Delta-V readouts (now part of game) and a good dV map to calculate how much you need.
Going to the Mün can be done quickly under an hour or even less as you get more experienced

I remember designing a Dres Lander for a certain someone and making sure it would work took me a bit over 4 hours.  And it wasn't perfect by a long shot.
Game slowing down when building a large ship and Kraken eating it (Worse since version 1.4+) kinda makes me NOT want to go anywhere but Mün/Minmus anymore... except maybe Moho or Duna from time to times.

Looking forwards to KSP2 and their alleged optimizations, even for large motherships ! ;)

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