Alexoff
Members-
Posts
1,397 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Bug Reports
Everything posted by Alexoff
-
Wobbly Rockets with David 'Trigger' Tregoning - KSP2 Dev Chat
Alexoff replied to Intercept Games's topic in Dev Chats
Eh, how many videos have we seen from the developers about the game (not talk show) after release? I think the fingers of one T-Rex paw will be enough -
Now PC games bring T2 only 10% of income, and KSP2, even in the best plans, could probably bring 10% of this 10%. Therefore, most likely, some small suits were sent to look after the PD and IG. And the little boss in a remote place can do different things.
-
You promised us communication, where is it?
Alexoff replied to RayneCloud's topic in KSP2 Discussion
Perhaps most of the old diaries were written by people who no longer work in IG -
Wobbly Rockets with David 'Trigger' Tregoning - KSP2 Dev Chat
Alexoff replied to Intercept Games's topic in Dev Chats
It seems to me that the strength and mobility of the connection on the tank does not depend on what is connected there next. Simply because the force is greater, it bends more. Just like in the real world. Disabling mobility in many cases will most likely lead to bugs and fun Danny's videos. In general, it seems to me that this is more like talking about the problem in some extreme cases. In KSP2 it is difficult to make a replica of the Saturn-5, this would be corrected. And the talk that something in the game needs to be done right away well so as not to come back seems surprising to me, looking at the road map, for example. -
Wobbly Rockets with David 'Trigger' Tregoning - KSP2 Dev Chat
Alexoff replied to Intercept Games's topic in Dev Chats
KSP1 has mods for giant parts, such as sea dragon. They don't behave like they should in real life (like jelly, I think), they and their connections are as strong as steel columns. -
Wobbly Rockets with David 'Trigger' Tregoning - KSP2 Dev Chat
Alexoff replied to Intercept Games's topic in Dev Chats
The developers released a video with a chat, in which a specific solution to the problem was not announced. In response, fans of the game created their own chat, where they (and me too) also could not come to a common denominator. Moreover, it is unlikely that this will somehow affect development. We have no idea about the game code and the developers' capabilities. -
Wobbly Rockets with David 'Trigger' Tregoning - KSP2 Dev Chat
Alexoff replied to Intercept Games's topic in Dev Chats
It seems to me that in this case the two boosters have the same thrust and a fairly close mass with the central core. Therefore, the force transmitted to the central unit is not too great. At KSP we often fly on boosters alone, and launch the central unit only after separation. Or the boosters produce enormous thrust. But as far as I understand, there are no plans to introduce strength into KSP2, because we can set the tanks up to Minmus and nothing except bending will happen. In my opinion, the best solution would be to reduce wobbling by a hundred times and make accident reports more informative. And also add the ability to view the recording of the disaster in slow motion from all angles. Isn't that how it's done in the real world? -
Wobbly Rockets with David 'Trigger' Tregoning - KSP2 Dev Chat
Alexoff replied to Intercept Games's topic in Dev Chats
It seems to me that most of us would be satisfied if wobbling was reduced to the level of KSP1. -
Wobbly Rockets with David 'Trigger' Tregoning - KSP2 Dev Chat
Alexoff replied to Intercept Games's topic in Dev Chats
Well, if a long-term solution will take more than a year, then it’s better to give something to users now. At least make the connections between the tanks more rigid. Chats alone won't make the game better. -
Wobbly Rockets with David 'Trigger' Tregoning - KSP2 Dev Chat
Alexoff replied to Intercept Games's topic in Dev Chats
A long-term solution may also add bugs. In general, any change in the game can create an unpredictable number of bugs. It seems to me that if the developers could predict what kind of bug this or that solution might cause, they would probably do it right away without any bugs. I actually didn't really understand the point of the video. That there is a problem, they know about it and are working on it, we already knew that. I thought we would be shown in practice in the game itself some attempts to solve the problem one way or another. -
You promised us communication, where is it?
Alexoff replied to RayneCloud's topic in KSP2 Discussion
Which place is better? Just don’t talk about the great goals of the developers; today, where can I see, touch and check this better simulation? -
It's a survivor's mistake. I prefer not to have my head in the clouds, but to look at what has been done since 2017, when development of the game began.
-
You promised us communication, where is it?
Alexoff replied to RayneCloud's topic in KSP2 Discussion
It poped up in February 24, 2023 -
You promised us communication, where is it?
Alexoff replied to RayneCloud's topic in KSP2 Discussion
What's the difference? I remember that in the fall of 2016, many KSP1 developers left and among other complaints there was a statement that the developers received the minimum salary for Mexico per month, something like 200 bucks. Could this be the difference? -
I think 0.1.5 will be at the very end of October or beginning of November, and then by Christmas the developers will try to present the science. If science is also very early access, then the option of stopping development is possible
-
You promised us communication, where is it?
Alexoff replied to RayneCloud's topic in KSP2 Discussion
Remember that? -
You promised us communication, where is it?
Alexoff replied to RayneCloud's topic in KSP2 Discussion
This is about as relevant as releasing videos after features are released, rather than before. -
You promised us communication, where is it?
Alexoff replied to RayneCloud's topic in KSP2 Discussion
Maybe then we can imagine that the same game from 2019 has been ready for a long time and T2 and Nate are just mocking us? They take the same game, remove features from it, add bugs and laugh evilly at the whole of Seattle! But I'm afraid I won't be able to drink enough alcohol to believe this. And I have no doubt that there is a deadline. It just might give some fans a heart attack. It’s good that the developers take care of us and don’t say that science will only come out in ***er 202... -
You promised us communication, where is it?
Alexoff replied to RayneCloud's topic in KSP2 Discussion
Yes, that’s exactly what I wrote and gave an example of a video on a feature that they are still preparing to release in December. This is a million times better than one obscure screenshot and blurry phrases. Deadlines? Maybe managers who know nothing about who will do the work and how? -
You promised us communication, where is it?
Alexoff replied to RayneCloud's topic in KSP2 Discussion
Communications broke down after the release. As far as I remember, there was only one gameplay video of KSP2 and for the screenshot of the moment with the inscription “fail harder” I was punished by the moderators. And these Chinese comrades release new videos even after the early access release. DSP is the level of early access that everyone should strive for. Five developers created a great game, which is now played by 20 times more people than in KSP2. And KSP2 is at the opposite pole of early access, which is better not to take as a model. -
You promised us communication, where is it?
Alexoff replied to RayneCloud's topic in KSP2 Discussion
Here is an example of a game in early access, how to show the progress of the game forward. I'm 99% sure that the idea of colonies in KSP2 was taken from this game (and from Surviving Mars). Today they announced the release of a long-awaited feature. Why not take this approach to communications in KSP2? Will we see science in winter? Why not show some video about science, rather than a pathetic screenshot? -
You promised us communication, where is it?
Alexoff replied to RayneCloud's topic in KSP2 Discussion
Presentations for us from each of the developers? If once a week we receive a presentation from a developer, then for this developer it will be one presentation a year, which doesn’t sound very scary. If Nate demands a presentation from each developer once a week, then nobody should be surprised at the state of the game. As far as I understand, two persons in the company were hired for communications with the community. Surely they cope with the presentation of all that huge amount of content for us and do not misconstrued anyone? -
You promised us communication, where is it?
Alexoff replied to RayneCloud's topic in KSP2 Discussion
So have they shown progress or not? [snip] But you can blame other fans -
You promised us communication, where is it?
Alexoff replied to RayneCloud's topic in KSP2 Discussion
If instead of rare statements from developers we receive patches and updates, then silence will also be good PR. Now the community only talks about the developers’ intentions to do something, and not about what has been done and what will be done. Once they told us and even showed us scattering on planets, but they couldn’t add it to the game. For some reason they promised us a video in August, but apparently they couldn’t do what they were going to show us. The strategy of overpromising and underdelivering continues to work for unknown reasons. really? What exactly?