Staticalliam7 Posted September 27, 2021 Share Posted September 27, 2021 Science mode. There is nothing more fun than struggling to get places and beat the odds and be triumphant. Link to comment Share on other sites More sharing options...
AtomicTech Posted September 27, 2021 Share Posted September 27, 2021 On 9/8/2021 at 5:01 PM, Klapaucius said: I realize that Nate Simpson has said some things will need to be unlocked regardless, but I am thinking of the whole game in totality here. WOAH WOAH WOAH! That's not right. Link to comment Share on other sites More sharing options...
boolybooly Posted September 27, 2021 Share Posted September 27, 2021 I always play career in KSP, unmodded, usually >hard, currently trying a 40%/40%/100% (sci funds rep) playthrough, with revert and save/reload. Previous playthrough "Hard Science" was 10% sci, with funds and rep at 100% which I found fun but didnt get to finish it before the Final Approach update. I like finding ways around the challenges restrictions create and min-maxing mission craft. I also find progression in a career creates a sense of a narrative/history and rescuing crew helps to give them characterful significance. I agree the KSP1 mission system leaves a little to be desired but I pick the best and leave the rest. There are a lot of pitfall missions generated which are basically unworkable but by now I know what to avoid. Am looking forward to trying out whatever Nate & Co have cooked up for progression play, probably default settings for the first playthrough though. Link to comment Share on other sites More sharing options...
Pipcard Posted October 6, 2021 Share Posted October 6, 2021 My long term sandbox pseudo-career KASDA (2013-2020) started before career mode was even a thing, so I'll probably play career in KSP 2. Link to comment Share on other sites More sharing options...
TheOrbitalMechanic Posted October 12, 2021 Share Posted October 12, 2021 On 9/27/2021 at 3:06 PM, AtomicTech said: WOAH WOAH WOAH! That's not right. He didn't say to what degree things will need to be unlocked (to my knowledge); it could be just referring to, say, needing an orbital colony to build some massive engine since it won't even fit in the KSC VAB. Link to comment Share on other sites More sharing options...
AtomicTech Posted October 12, 2021 Share Posted October 12, 2021 58 minutes ago, TheOrbitalMechanic said: He didn't say to what degree things will need to be unlocked (to my knowledge); it could be just referring to, say, needing an orbital colony to build some massive engine since it won't even fit in the KSC VAB. I happen to rather like having EVERYTHING at my fingertips at all times. Spoiler U N L I M I T E D P O W E R Link to comment Share on other sites More sharing options...
Bej Kerman Posted October 12, 2021 Share Posted October 12, 2021 On 9/27/2021 at 8:43 PM, Azimech said: The editor is the major selling point of KSP1. The whole space stuff ... nah. Except you're wrong because most of the marketing has to do with making space travel and physics accessible to a wider audience. The editor is a necessity to KSP's goals. Link to comment Share on other sites More sharing options...
SciMan Posted October 14, 2021 Share Posted October 14, 2021 Well, quite frankly, if it's bigger than the VAB, either it should take up more launchpads (I think there was going to be a grid of four of them? So you might be able to combine them?), and maybe require say a single week of construction time (never longer than a week, don't want to play "waiting for something interesting" simulator unless on a hohman transfer orbit where it's mostly unavoidable), but the point is that you'd never be able to build a rocket that has parts that are bigger than the planetary VAB (which should have exactly one size, for both colonies and Kerbin, to get rid of a potentially confusing "why isn't this working now" issue that might arise otherwise). To be honest, I think that one of the things that needs to happen with KSP 2's "sandbox" mode is that it needs to have an already-in-place orbital VAB in Kerbin orbit, specifically so you can test your "too big for the planetary VAB" designs somewhere without having to launch the dang orbital shipyard first. And of course, the requirement to provide the materials to that Kerbin-orbit Orbital VAB would be removed in Sandbox mode too, because nobody wants to wait for 1000 tons or more of rocket parts to be shipped up to orbit on who knows how many rocket launches, even if you can time-warp thru that process. That should neatly solve the "you can't launch a ship this big from the ground" problems, would it not? I mean sure, we all enjoy the "10k ton rocket to get a 1k ton payload to orbit" kind of things, but in reality those things would have to be launched like the Sea Dragon (aka towed out to the middle of the ocean, fueled up, and launched in a way that does not require something that could rightly be called a "launchpad", so something like this: Sea Dragon Launch Now that I think of it, using that "ocean launch" method, you might in fact be able to launch something like a smaller Orion drive craft from the "surface" of the planet after all (provided that the Orion Drive part you choose can in fact fit out the planetary VAB's door), but you'd have to be clever about it. You couldn't use the Orion drive right from the sea, because the hydrostatic pressures that the orion drive pulse unit would produce in the water surrounding at least the lower part of your craft would be certain to render it crushed into quite an unrecognizable shape. You'd have to get it out of the water first, which would likely be a good place for using a lot of large SRBs. Kinda like this, but from the surface of the ocean: Orion Drive interstellar ark launch from the ground (sorta) So you'd still be able to make your "absurdly big rockets", provided you kept each part of it small enough to be fit out the VAB door, and you don't mind not launching anything for a week while it's constructed on all 4 of the launch pads, and then maybe waiting a little bit more for it to get towed out to the ocean launch point. Link to comment Share on other sites More sharing options...
mattinoz Posted October 15, 2021 Share Posted October 15, 2021 Same way I play KSP.... Badly... most the time. Link to comment Share on other sites More sharing options...
Jack White Posted October 15, 2021 Share Posted October 15, 2021 I'll play as I used to as a sandbox game. There is no reason to me change it, I'd even improved my experience by adding my friends there but multiplayer is not that good. That's also an addition for the topic what do we need in KSP2. Link to comment Share on other sites More sharing options...
Davi SDF Posted October 18, 2021 Share Posted October 18, 2021 The same way i play KSP, by adding as many mods that i can add before the game crashes, and then see what i can do with it! Link to comment Share on other sites More sharing options...
Dr. Kerbal Posted October 18, 2021 Share Posted October 18, 2021 Sandbox. usise all th parts to make a super rocket. Phooosh! To space! explpsion. to somewhere. crash. Get back. Leave go back to Kerbin. freak out and go back to space. Link to comment Share on other sites More sharing options...
Grimmas Posted October 19, 2021 Share Posted October 19, 2021 Career. Heavily modded career. I don't like playing KSP sandbox mode, and I don't expect I'll like it in KSP2 either. But the game should support both modes equally, because different people want to get different things out of it. Link to comment Share on other sites More sharing options...
Guest Posted October 19, 2021 Share Posted October 19, 2021 Disgracefully, of course. Link to comment Share on other sites More sharing options...
Leopard Posted October 19, 2021 Share Posted October 19, 2021 I'm hoping regardless of the game mode to play it using a custom made controller deck, as such really hoping KSP2 is able to support a serial interface - nice if built in but guessing part of a modification later Link to comment Share on other sites More sharing options...
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