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Everything posted by RayneCloud
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K.E.R.B. Report Update
RayneCloud replied to Dakota's topic in KSP2 Suggestions and Development Discussion
We really need at least some sort of engagement here. My focus would be to rotate content based on ease of generation. Give us more sneak peaks, smaller more focused blogs from team leads / feature owners / devs, updates from you directly would be nice as well @Dakota just giving us TL:DR versions of , "This week the team did X and Y". We need more than a dead discord, a dead forum, and sparse content on the social media pipelines. We need more than a video from Nate that no one really knew about until it got posted by other community members. I for one had no idea nate had done a video. I don't want to attack here and I apologize If I'm coming off harsh, or disrespectful, but the communication issues have been present through the projects life so far. We need better please. (Note: I am grateful for nates vid, I am, but it was a bit off putting to not have it announced in anyway.)- 72 replies
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K.E.R.B. Report Update
RayneCloud replied to Dakota's topic in KSP2 Suggestions and Development Discussion
The plain truth is that the promise of the Bi-Weekly KERB report was not kept at all, so how do we know that the promise of a monthly version will be maintained? The lack of clear, concise, constant communication has not helped perceptions and community morale at all.- 72 replies
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What happened to increased communication?
RayneCloud replied to DoomsdayDuck555's topic in KSP2 Discussion
I think I am going to have to just say it, the current communication with the community is incredibly disappointing. -
You can’t spell User Interface without U & I
RayneCloud replied to Nesses's topic in KSP2 Dev Updates
*clapping hands gif* Good. Very good. -
I mean, sorry for being a bit snippy here... but that whole "they're barren rocks with nothing on them" argument just really grinds me up because it's a non argument for space flight games like KSP, etc. It's also used to shut down space flight IRL. "Why go there? It's barren and empty." Nasa estimates there's something like 290 celestials around most major planets and dwarf planets in our solar system, 95 around Jupiter 146 at Saturn 27 at Uranus 14 at Neptune 5 orbitals around dwarf planet pluto This type of argument means, we never go to any of them. Because there's just, "no reason, they're all barren rocks" There's nothing to learn, nothing to do, no advancements to be made and that's the same thing here in KSP... I don't play Stock KSP 1 without OPM, because going out past Jool, out in to the deep solar system, requires even more engineering in terms of mission planning, vehicle design, etc. For me personally, tho I suppose someone else will just jump in here and go "I play OPM stock and can get to pluto with nothing but 1 engine you're a noob" to shut me down on that, but oh well.
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So, why have interstellar at all then? Because that's just more "barren planets" to go visit for, I dunno, no reason what so ever? If we're going by that logic then every planet is a boring barren rock with no reason to go to it, so why have a space game about going to those places, there's nothing there yeah? No resources, no science, no mission and vehicle design challenges, no discoverable to explore, no landscapes and amazing vistas to see, no reason really to go to space or do things in space because it's all barren planets. Ya know, IRL, there's 95 celestial objects around Jupiter (That we know of), I'm sure there's no reason for us to go to any of them. Uninteresting barren lifeless rocks that they are. *shrug*
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
RayneCloud replied to tony48's topic in KSP1 Mod Releases
So, umm, where does one actually download KSRSS these days? The gitlab? Because the "releases" just say source code... so confused if we're supposed to compile something or that's just the naming of the folders..- 1,877 replies
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I simply don't agree, not even remotely. We're talking about teaching the player how to set up and prepare true deep space missions before leaving the local solar system as missions to outer gas giants and pluto analogs are even harder to plan in modded KSP1 using KSRSS/OPM/RSS, than Jupiter/Jool and it's moons are. Have you ever even given it any consideration at all?
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Some of you, might remember, a very very long time ago when I was a part of the KSP 1 team as a community manager that I spoke about and petitioned my co-workers to add analogs to Saturn, Uranus, Neptune and Pluto as a means of creating deep space challenges that Jool and its moons simply couldn't support. Now, I was shut down for a multitude of reasons, mostly that adding analogs to the outer planets and some of their most well known moons would have the following impacts, Memory Issues (KSP was 32 bit at the time) We'd need to rebalance stock parts and create new parts Extended Tech tree requirements These among a few other issues were why I was shut down, but for those of you here back in the day you might remember one @NovaSilisko talking about new planets.. Such as, https://wiki.kerbalspaceprogram.com/wiki/Gas_planet_2 And a proposed Gas Planet 3 , with moons and changes to the kerbolar system. So, why bring this up now with KSP 2? Because I feel that KSP 2 could really benefit from having a true Solar System full planet catalog of analogs to explore and conquer before deep space and interstellar travel. That and lets be honest, OPM is one of the most popular planet mods ever made for KSP1. With a 64bit game, engine updates, etc, adding in analogs for the big 3 and pluto and some new moons could prepare players for true deep space missions before finally reaching out in to the great beyond. So please, at least, consider it?
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"Appear" is not "Fact" it may appear that they have ,but until an official statement comes out, "Everything in motions stays in motion." Anyway, great job team! Looking forward to what comes next!
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Infinite Discoveries 0.9.9 (1.12.x)
RayneCloud replied to Sushut's topic in KSP1 Tools and Applications
Ohhh, I thought it was across all systems generated, that's on me then, ty. -
Infinite Discoveries 0.9.9 (1.12.x)
RayneCloud replied to Sushut's topic in KSP1 Tools and Applications
I set 7 planets and 3 moons, which I thought meant, 7 planets per system max and 3 moons per planet max... and then I thought the min moon and min planets setting set the min for the overall generation of all systems put together? -
Gotta take care of you first and foremost, I'm sure everyone will understand.
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Well deserved! Congrats!
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You say that like, 1. I don't know that vid is modded, of course I do. So what? 2. It some how just invalidates my statement about the game being about exploration, community, creativity, and imagination. It doesn't. 3. It somehow means that stock KSP 1 never had any of this "vibe" and that's just not even remotely accurate.
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Will we ever see another update for KSP 1?
RayneCloud replied to gfdgfherytrey's topic in KSP1 Discussion
There is a long life left ahead for KSP 1. A long, and happy left before the rot you talk about hits. Tho, I have some small measure of faith that if it needed it, that IG would put out some sort of 1.12.6+ update to maintain KSP 1 and keep it from dying out entirely. -
Actually, when I think of the "Soul" of KSP I think of this video by @Entropian, Imagination. Exploration. Creativity. Community. These things are all parts of the "Soul" of Kerbal Space Program, to me, personally anyway. We look up to the stars and dream, and we ask that big question, "What's out there?" and KSP... gave us a small taste of the dream of answering that big question.
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I tried building a new modded loadout with over a 100 mods to have a ew grand adventure and I think I failed lol Back to the drawing board I guess....