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PDCWolf

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  1. And the proper codebase to support them rather than self-destroying after a couple thousand parts like KSP2 does and will do for the foreseeable future. After all, isn't "bad foundation" one of the complaints for KSP1? Then why'd KSP2 get a pass being made in the same engine and including a timebomb as big as their current unloaded vessel simulation and save serialization are? Oh right, because "wahh KSP1 was bad" is not an argument, it's a cope, and a double standard when KSP2 is part of the conversation.
  2. Better engine, deeper simulations and features, life support, bigger planets, maybe different planets, better robotics with capacity to program routines or outright just write code for the game like kOS, a proper race to space type career, budgeting, literally anything that isn't just the first game with "better" graphics + 3 mods and thinking that's somehow ever gonna be worth $50.
  3. They aren't cancelling because KSP is really the golden egg goose, that's why they're taking literally 0 risks and only selling us a coat of paint and the top 3 most popular mods of KSP1.
  4. Great writeup, good to see more people being realistic about the absolute disaster this project is on all fronts. Yes, they've got a game that somewhat works now and has something to do in it provided you're not mind-numbed after the 3rd time clicking that flashing blue light trying to harvest some dopamine. Sadly, you really don't speak for everyone. Some people are happy this mess is what it is and will seclude themselves in positive-chambers to repeat to each other that if they can wait more, and enforce positivity, it'll all be fine.
  5. At least you have something to do in them until that happens, and they're not so broken that a 4090 and a 12th gen i7 like the pcs at the media event chug when trying to run them. Me, and maybe 100 more people, and we're really stubborn about the game, so really our input is a drop in an ocean of... not caring about the game, or having walked away already.
  6. The keen eyed quickly realized and tried to warn people that what they were showing were barely asset mounts, editor scenes, and pre-rendered stuff, and the stuff that wasn't was noticeably bad in performance, in a trailer. Warnings weren't heeded. That type of uninformed hype is also why people held a lot of hope that the next 4 delays would make the product nothing but better, and it's not like that wasn't exactly what the statements said again and again. Of course, all that hot air made release a thunderous failure. Star Theory's management is what survived the metamorphosis into Intercept Games, it's the same people behind this project. So has PD's management remained the same, and much more T2 (even though after thousands fired and 8 quarters of net loss that might change).
  7. Well, the joint system should be the obvious example here. Then there's the hard 2.5km limit if you want any semblance of precision (and even then we get kraken attacks), basic rigidbody physics being a mess (hello wheels), the default multithreading is unusable, updating your project's unity version will probably break it, the garbage collector is probably still broken (causing random frame spikes at times), and just you wait till we get multiplayer, we're gonna make so many amazing, fun discoveries on that netcode! Also this isn't going specifically into the limitations of the middleware. There's definitely more, and a lot of it stems from being an engine made for the greenest of the green. It's an amazing engine but it's never been suited to big projects without severely limiting what they can do, and "spaceflight physics simulator with lots of simulated subsistems" is not a thing Unity is fit for.
  8. Unity does come with a lot of features that are outright insufficient if you want to do a game like KSP. However, in reality, I'm 100% sure a custom engine runs contrary to what seems to be the very concept KSP2 is built upon: cash out fast by delivering a quick "modernization" of a very successful indie game. The franchise is made, the game is done, you can even reuse the off-the-shelf toolset like Unity and the same middleware, add 2 or 3 of the popular mods in a non committal way (Resources, Colonies, Multiplayer but no LS as to not force players to use any feature) and sit back to watch the cash flood in. Meanwhile the community wanted KSP2 to be almost entirely different and to wipe away the errors of the first one... how the turn tables.
  9. After the brand damage that was firing Paul Furio, the engineering lead of a project that had just gone under the public eye, I doubt we'll know anything unless they actually axe the project, which doesn't seem to be the case. Imma link a more in-depth analysis that I agree with, and why I believe this project isn't affected. TL;DR they bought Gearbox but fired people they didn't need, on top of gearbox firing their own earlier this year. https://www.gamesindustry.biz/a-double-take-on-take-twos-layoffs-this-week-in-business
  10. We're not waiting for 0.3 currently, the next expected patch is a fix pre-colonies. I do believe colonies will arrive faster than science, maybe july/august.
  11. Wrong. By half of the year we knew: It was coming near the end of the year. It was gonna include "lots of fixes". It was going to be the first iteration of the heating system. A heating system we already had a devblog for and not "here's how I failed to make an eclipse". Some parts had been shown. The concept that parts were gonna be an all-in-one solution was explained. We were told the system was going to be incomplete, as it was going to be partly carved out by resources and colonies. Heating itself had not just a devblog, but 3 iterations of VFX demoed. Then after all that info, FS! was barely a remix of KSP1 in the end, and people got blindsided by a horrible surprised because they never showed proper gameplay up until like a month before release, kinda like how after 4 years the game changed from full release to barebones early access. THAT is why they don't have the community's trust. And we know lots of theory stuff about colonies already as well, allegedly, provided they don't go back on their previous words and we don't get another surprise like FS! where the boxes are checked but it is just bad.
  12. Short of FS!, which did nothing but add new complaints and concerns for a lot of people, most feedback hasn't been addressed (addressed as in game changes, not words on a forum) for 14 months. It's no wonder every thread ends in the same spot. See, normally I'd absolutely buy a statement like this, and I applaud your effort whilst definitely not envying your position. Where we are now, this statement sounds like one more for the pile. Promptly hoping to be proven wrong.
  13. Having played only 90 minutes of it, I had a blast and it was clear to me there's a lot of stuff he has learned from and made better. From simple details like center-of and node indicators not being spheres for extra precision, to internal views, a very deep controller interface config screen, and keeping what works and not making it different just because (looking at you VAB controls). Building is more detailed but not more cumbersome, physics are more detailed but without all the scary ghosts of scaring users away some here were seeing. In the grand scheme of things, sales numbers, reviews, community sentiment, KSP2 hasn't gotten a pass. It's only people here and on the discord that are ready to give it the pass because either they genuinely like it, or they really feel bad about having spent $50 on it or some other reason... This is what makes KSP wheels so whack, you're forced to either build a whole suspension system dealing with the wacky physics, or you'll have to use the single-piston, non-coordinated, default suspension, and at the speeds we work with in KSP, that just doesn't cut it, so it feels like you're skating on ice.
  14. "one kerb in a month" is, at least logically, capable of resulting in 2 K.E.R.B.s spaced by ~60 days, provided one shows up the first day of month A, and the other at the end of month B. Funny coincidence? Thought that statement is probably just a way giving themselves some leeway, as it's technically correct so long as they release a K.E.R.B. before the 30/31st of X month. Some months the K.E.R.B. might come faster, in others they might have absolutely nothing until the very last day when there's no chance but to post what they have. It's laughable that we have to go to these extents to skirt around their non-statements and incapability of producing a periodic report.
  15. Reviews don't care about you opening the launcher or not. You can leave a positive or negative review with 0 hours logged. The reason I choose the 2 hour mark is because it happens to be the refund window, so you can see how many people leave a negative review (one which most probably converts to a refund) inside that window. If you're going to keep playing without logging hours, it doesn't affect the result. Further on, logging hours also doesn't matter for the review influx.
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