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  2. The main issue was robotic drift, and it was annoying that they didn't fix it, but the community stepped in: And yes, robotics are amazing. So many of my craft make use of them now (just not my launchers from Kerbin)
  3. Given that the games use totally different version of Unity, and the first game was a bit of a mess in terms of coding, I *doubt* it's practical to do.
  4. I can understand why emotions are high and folk are looking for help from anywhere... but I don't know why people are desperately throwing crackpot ideas around of asking space industry experts to save a video game... it's a wishful fantasy. Business people who are not in a certain industry rarely move into that industry. I'm not saying it's unheard of, but the vast majority of business people who are in an industry and know it inside out are the ones that are most likely to invest in that same industry. So you're better off throwing out proposals to publishers and game studios with a history of producing space or scifi games. But the biggest problem of all is that they'd have to negotiate with Take 2 for the rights to KSP. And, to put it frankly, despite the lay offs, Take 2 don't *need* to sell and KSP doesnt represent a big enough franchise that would recoup them a lot of money. If they did, they would've already. That means they can ask any ridiculous price they want and be as annoying as they want in any negotiations. Take 2 aren't known for playing friendly and, like Disney, can just let an IP sit on their back catalogue dead for years... just to be safe that no competitor made a better product with the IP and make the money they should have done.
  5. It's unfortunately beyond the limits of what you can set in the symmetry system. Would be way too small unfortunately. We usually * diameters by 0.625, the N1 at 5m goes to 3.125 exactly (handy)! 2.5 is 80% smaller still! The old Tantares N1 (before it was revamped) was 2.5m, you could download the older version and give it a spin, if you want to advocate for that size, figure out any quirks with it, could be worth a try.
  6. Can any of the planetary bodies be backported to KSP1? They have a lot more detail. At this point, the best outcome I see for KSP2 is to backport as much stuff as they can, and offer it as a KSP 1 DLC (free to those who purchased KSP2, so as not to burn all bridges)
  7. And the profits come from the work of a team that delivered a successful product, not from a team that failed miserably. T2 will appreciate the original creators of KSP more
  8. The fact they closed the studio should tell you that at least the current iteration of the product doesn't. They're better off without it. Clearly not. People really need to get out of the forums and discord: trust in the product was always low, sales were non existent and it had zero media traction. Calling people making reasonable criticisms (even if harsh) doomposters is just a sign of the huge disconnect with reality people on those two places have. KSP2 was never gonna reach any number close to the sales of the first, as it had a bad launch, very low expectations, and pretty much was mismatched to what the target demographic wanted. No. KSP1 wasn't, KSP2 had much less chances. GOTY awards are either popularity contests (through people's votes), or "videogame critics" stroking their own egos. KSP2 wasn't popular at all, much less was it critically acclaimed, a fact easily visible by its own exclusive youtubers not even wanting to make content on the game. I'll accept any day that some people enjoyed FS! but again, get out of the forums and discord, most people didn't and found it either a repeat of 1, or a very basic feature for those who didn't care or knew 1. No unless they get purchase offers. They put their hands in the fire with a huge investment (remember, 4 years of delays, a complete studio change, rejecting other bids, and even a downgrade into EA) and got burned. They're never touching this thing again with a 10 foot pole.
  9. If I were the KSP franchise owner I wouldn't want KSP2's reputation to be the pillar of the brand's identity. That reputation right now is for late, buggy, cold garbage with disingenuous publishers and silent devs.
  10. Development of KSP 1 would have died either way. It's not random that KSP 1 development stopped well before KSP 2 went public, it was too cumbersome and buggy to keep developing and the intent was for KSP 2 to serve as a fresh codebase for Intercept to develop with.
  11. A magical game, an epic adventure, an unforgettable journey! Thank you for all your stories, images and shared emotions! KSP has also filled my life with new substance and deep nostalgia. All these last lines have made me realise that this is a feeling shared by many players. Thank you so much!
  12. @RayneCloud, this is a wonderful idea, one of your many wonderful ideas. I'll have to look at RocketWerkz games more closely and follow the company to see what they put out. I think also Dwarf Fortress has a custom game engine and it's an amazing success. That engine was also built over ~20 years as well. As it's been described to me, having a game engine that does what KSP does/should do, go from sub-metre-sized components to interstellar distances is rather challenging in ways that most game engines just don't really tackle as a standard. And it's not easy to add that in either. Games like Elite: Dangerous and similar ones need that. It comes down to either massive addons and modifications of existing engines or building their own. In either case, keeping either massive customizations or a full blown engine patched and under development and improvement is rather challenging. It would actually be really good if such a Large-Scale-Range Space-Game engine was established as a free/open software project. It would need a core group of developers of high skill and dedication to marshal it and keep it going, but if it was there and game studios who wanted to build Space games that need such an engine could use it as a base with then fewer and smaller customizations.
  13. I built one long station for traveling long distances but it wobbles. Are there any ways to put straps while in space or a different way to stop wobbly stations?
  14. Well that twitter (X ) post is cause for some optimism, with a very large helping of 'prepare for bad news and don't get any hopes up'. It's very likely that they can't give any details for legal reasons until all personnel affected have clarity on their own situations. And it would be 'bad form' to do so anyway. And, if they are planning on continuing in some way, the details are possibly still in some sort of flux until all staff being retained/reshuffled have accepted their respective positions anyway.
  15. Hi, Is it just me, or are the maneuver planning tools available for interplanetary trips just not very good in RO? I've tried using the pork chop plot, and at least two different maneuver tools from MechJeb. Almost nothing hits the target planets. Essentially what I've found I have to do is to escape from Earth, and then use Rendezvous Autopilot or Maneuver Planner to get closer. Going directly from Earth orbit to an intercept course to another planet (I've only tried Mars and Venus) using the tools I mentionted seems to be basically unworkable. I have gotten probes to orbit both Venus and Mars, but only with finagling, as I tried to describe. I'm pretty pleased, nonetheless. Thanks, Ben
  16. Regardless of whether it continues development or not, this is the death knell of the game. It will never have a staff of 70 people ever again. With a hugely reduced staff it will therefore take far longer to complete than the already glacially slow pace it's already going at ....which was part of the reason it has garnered such a bad reputation in the first place. And the only way they can avoid it taking forever is to cut items off the road map. A hugely reduced staff will also mean less bug catches and fixes, so quality will undoubtably suffer... to a game already beset with bugs and basic missing features KSP1 has. Worse is the fact this is a hammer blow to the game's reputation, status, and profile online and among gamers. Many who came back month-to-month and stopped in just to check on the progress will now never come back, or if they do, yearly or worse. The community, already angered at the complete silence on this project, are unlikely to get *more* communication and updates with *less* staff. No offence to Nate, but he's promised time and time again communication would increase, upped it for a couple months, then fell back down to silence again. It is clear the team are either incapable of working out a communication strategy or they are hamstrung by Private Division guidelines. Nothing will change in that regard. It will certainly not improve with reduced staff. Player numbers on the steam charts were already almost back to rock bottom, even before this news. That, coupled with the above, means the worst part - decreasing internet and social media engagement numbers, less people interested, less people clicking, less people taking notice of a product that Take 2 wants to sell. Take 2 are run by numbers... the very reason this entire debacle happened was because they are run by numbers. And, with an already niche game played by less than 300 or so people a day with a destroyed reputation from burning the gamers more than once, well... take a look at previous games in gaming history with development cycles as catastrophically bad as this and devs or publishers as bad as this and it will tell you time and time again it never leads to a successful product. Most times it leads to a cancelled product. No Man's Sky is an aberration, there is no point using that as a hopeful beacon upon with which to hang your hopes. Hello Games *needed* NMS to be turned around because their entire company's reputation rested on NMS's success. It was a 1 game company. Private Division was specifically set up by Take 2 to be their "throw a tiny bit of cash that we can easily spare at indie projects and see if any turn out to be the next Minecraft. If they don't, then we haven't lost anything." If Take 2 as a company ever took a hit, then the "flip-a-coin" test projects in Private Divison would be the first to be easily jettisoned or easiest targets to reduce costs. And that's almost exactly what happened. Private Division are the games T2 cares *the least* about. Take 2 use Private Division to spend the *bare minimum* to see if *test projects* work out. They will not chuck money at KSP2 to turn it around ...because, unlike Hello Games, it simply doesn't matter to their company's future if it doesn't succeed. So they will, at best, let it limp on and see if a tiny reduced team can bring it to fruition and make a few more bucks. But if the metrics and numbers continue dropping (and they will due to the events of the last few days and the lasting damage to the Steam review page) then I would be surprised if development did not stop at some point. Spending millions on a game with an almost rock-bottom reputation that only garners a bare minimum of players... due to its bad reputation... and at best only had scope as a niche game they hoped to grow?... The moment they realize they will never *reach* even that niche market anymore they will pull the plug. And as for any corporate statements that you pin your hopes on?... just remember Nate said this project was fully funded and everything was fine and would be fine from here on... only 5 months ago. Look how iron-clad THAT statement was. Star Theory - destroyed. Intercept Games - destroyed. Putting your faith in any statement Take 2 related when all they care about is the AAA titles is foolhardy. Corporate statements are put out to lie and deceive or to sucker you into continuing to believe in their product or buy their product. They do not have your best intentions at heart, they only care about parting you with your cash. And you know what they say about a fool and their money...
  17. The only question that matters is: Does Kerbal Space Program still represent some potential value to Take Two Interactive. Do they see the completion of the game as a potential profit making point, I know the feelings around the game are currently at an absolute low point. They're going to be looking further ahead than that. Kerbal Space Program is a potential sleeper Game of the Year, and I'm not even being facisous. With what was planned, it's right up there with other contenders for that accolade. So, is there value in the IP for Take Two Interactive?
  18. Given the rate of progress with Ariane 6, I think I'd rather hear that they're killing the game outright rather than transferring it to ESA...
  19. Hi! Yes, I found the problem: [LOG 09:29:37.554] [TweakScale] ERROR: **FATAL** Part MEMLander (Munar Excursion Module (M.E.M.)) has a fatal problem due having duplicated properties - see issue [#34]( https://github.com/net-lisias-ksp/TweakScale/issues/34 ). at error:0 You are using an old version of SXT, like.. Older then Making History. MH introduced a part called MEMLander itself, and this screwed people using SXT (classic), because now we have conflicts and add'os like TweakScale gets confused. I suggest you to update SXT to the "SXT Continued", as it introduces some fixes (not only on renaming the MEMLander) that are handy for modern KSPs, where "modern" is anything after KSP 1.4.3... Let me know if this really fixes the problem!
  20. My headcanon with Scorch is that he was kinda traumatized by Sev’s death, and then Order 66 came in and made him a bit more mindless. Perhaps Hemlock tried to make him a CX clone too.
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