Speaking of the "retail success", if you ever want to make localizations of the game, I'm always up for the Chinese version. I'm happy with English games but they're much more players or potential players that need localization. Some of my friends who have played SP totally fine with English, are complaining having difficulty in SR2 due to language problem.
I want weapons in this game, I want electromagnetic cannon, I want space torpedo with nuclear warhead, I want tachyon lance that
can pierce a planet, I even want dark matter generator and FTL engine. It's a sandbox game, more features always means more fun.
Nice speech. SP's capability of loading a craft from alpha version is a quite amazing thing that didn't shock me before you mentioned it.
For the "rip-off" part, yes I did have such feeling before I actually got the game, but now I realized as long as we don't put faster-than-light engine and dark matter generator into the game, all such game will share a lot in common. In SR2 we can see many things that the "successful and unspoken" game doesn't have, and it's definitely a lot of fun to play even now in early access.
Hope you can continue your spectacular work.
My most wanted feature of SR2/SP modding:
Custom I/O channels (in other words more spare input channels) for existing parts !
For example, vanilla rotators can only be controlled by existing game inputs (pitch, roll, trim etc), when I want to control it with a custom variable, either one of the existing channels should be occupied, either I have to make a new rotator by my own, which is super complex and brings tons of problems.
Plz plz help me with this, just add like 16 more "trim"s with different names, shouldn't be a huge challenge.
@AndrewGarrison yeah I'm familiar with the heading lock in SR and I know that you converted it into 3d, which is a good job and will be definitely more effective than the wasd control. But when it comes to a 3d universe with stuffs like orbit docking, it still feels insufficient to me, as in real life no spacecraft fly on manual control, human brain is just not that powerful. If highly programmed flight is not easy to realize for instance, maybe we can get some more estimating calculation? Other than the orbit display and the critical points display.
Impressive work as always, and as always, plz come back to SP ASAP as some players just put all their romance in airplanes ;) And for a space game, it would be cool if we have more beautiful and variable space to explore, though I know it's not the initial purpose of this game.
Speaking of the "retail success", if you ever want to make localizations of the game, I'm always up for the Chinese version. I'm happy with English games but they're much more players or potential players that need localization. Some of my friends who have played SP totally fine with English, are complaining having difficulty in SR2 due to language problem.
+5 6.1 years agoI want weapons in this game, I want electromagnetic cannon, I want space torpedo with nuclear warhead, I want tachyon lance that
+1 6.0 years agocan pierce a planet, I even want dark matter generator and FTL engine. It's a sandbox game, more features always means more fun.
Nice speech. SP's capability of loading a craft from alpha version is a quite amazing thing that didn't shock me before you mentioned it.
+1 6.1 years agoFor the "rip-off" part, yes I did have such feeling before I actually got the game, but now I realized as long as we don't put faster-than-light engine and dark matter generator into the game, all such game will share a lot in common. In SR2 we can see many things that the "successful and unspoken" game doesn't have, and it's definitely a lot of fun to play even now in early access.
Hope you can continue your spectacular work.
will we have some sort of ingame programming/automation ? Cause driving a spacecraft pure manually just sounds impossible.
+1 6.2 years agoThe goodness of random number just abandoned me TAT
+1 6.2 years agoMy most wanted feature of SR2/SP modding:
Custom I/O channels (in other words more spare input channels) for existing parts !
For example, vanilla rotators can only be controlled by existing game inputs (pitch, roll, trim etc), when I want to control it with a custom variable, either one of the existing channels should be occupied, either I have to make a new rotator by my own, which is super complex and brings tons of problems.
Plz plz help me with this, just add like 16 more "trim"s with different names, shouldn't be a huge challenge.
5.5 years ago@AndrewGarrison yeah I'm familiar with the heading lock in SR and I know that you converted it into 3d, which is a good job and will be definitely more effective than the wasd control. But when it comes to a 3d universe with stuffs like orbit docking, it still feels insufficient to me, as in real life no spacecraft fly on manual control, human brain is just not that powerful. If highly programmed flight is not easy to realize for instance, maybe we can get some more estimating calculation? Other than the orbit display and the critical points display.
6.2 years agoJust signed in, pick me !!!
6.2 years agoAnd get Nathan a new brain to replace the exploded one :)
Impressive work as always, and as always, plz come back to SP ASAP as some players just put all their romance in airplanes ;) And for a space game, it would be cool if we have more beautiful and variable space to explore, though I know it's not the initial purpose of this game.
6.8 years ago