Alexoff
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Posts posted by Alexoff
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I hope the devs don't take this poll as a reason to delay science...
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7 hours ago, Periple said:
like the way the lab totally breaks science in KSP1
A bunch of biomes on Mun and Minmus broke the balance. In my career, I had unlocked almost every tech by the time my first low tech satellite got to Gilly. And I launched it in the first week
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11 hours ago, TLTay said:
All of your options are far too optimistic. Game will be completed some time between the apocalypse and never.
It depends on the meaning of the word "completed". KSP1 was just announced at some point 1.0, the big bosses of T2 at some point will say - release what you have, quickly fix the main bugs and start doing another project.
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The forum turns into one big opinion poll. I wish the developers voted in it, since our predictions are not more accurate than fortune-telling on coffee grounds
3 hours ago, Bej Kerman said:I hate to say it but the old technical manager (or whatever) set everyone's expectations too high and they need tampering now if ever.
And who is the technical director now? As far as I remember, the previous one was fired, but who came to this vacancy?
P.S. - Although I am here called one of the main haters, it turned out that my predictions are more optimistic than most members of the forum
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It's Tylo cave
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46 minutes ago, cocoscacao said:
I've tried that. Sooner or later, wobble takes over, and craft rotates unexpectedly and violently.
KSP 1 - MOAR BOOSTERS!!!1111
KSP 2 - MOAR STRUTS!!!!11111
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1 hour ago, Stephensan said:
once they fix wobbling which is still just a single config to fix it all, the problem would be now parts fps degradations that ksp 2 has right now
Now half of the big crafts are struts. No wobbling - no struts - more fps - PROFIT! And I think the game can be significantly optimized if the developers focus not on design (as is happening now in the entire gaming industry), but on engineering tasks.
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18 minutes ago, stephensmat said:
The main things that need to be fixed right now are orbital decays, RUD errors, and Heat effects. All things that are the current top priority.
There is also the question of how science itself will be bugged with such a game. It's one thing if the craft was attacked by a kraken and you have to press F9, and it's quite another thing if the missions turn out to be impossible to complete due to incomprehensible bugs in the code and this result to Alt-F4
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Science can add a lot of meaning to flying and, in principle, it could be seen in the rawest early access. Playing in the sandbox is pretty boring, you can quickly take the most powerful engines and fly to all the planets, where you can only plant a flag and take a picture. However, the game is now too buggy and failing the science mission due to bug is much more painful than failing a single flight in the sandbox.
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The larger the parts, the less wobble!
In general, we are unlikely to get it in the next year, so far there is nowhere to fly with such large habitat modules
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13 minutes ago, PDCWolf said:
In real life, most people found out that keeping things compact and short helps, not overly exploded elements all over the place.
But I'm not even talking about compactness (this has been talked about a million times), but about the fact that a noticeable part of the interface is completely unnecessary information. Pilots have hundreds of different instruments in the cockpit that show something important, but this does not mean that all this is needed in a computer game.
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For me, the biggest mystery is these numbers around the navball. Why are they in the game? In real life, for some reason, pilots probably need them for orientation, but in KSP2 this just take up a huge amount of space on the screen. What should we do with these numbers in the game? Navball could have been made twice as big without them
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9 hours ago, Periple said:
I like the concept of missions as opposed to contracts.
What is the difference between missions and contracts? In both cases, you complete some kind of order to receive an award in the form of science.
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19 minutes ago, DunaManiac said:
the solar panels are not breaking
It's just editor, not game build, so no forces, just effect
In fact, what is missing is a large plasma tail, which in the upper atmosphere stretches for many hundreds of meters.
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How will science differ from science in KSP1? It seems at first it will be almost the same, only you will still need to watch tutorials.
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39 minutes ago, gluckez said:
This doesn't, at all, contradict what I said about their openness. My comment about their openness was about the progress they are making, about what will be in patches, and about the fact that you
can communicate with them directly here and in other places. What more do you want? You want them to come hold your hand while you decompile the code so you can verify that, yes, there are in
fact locked features in the game? You want them to come to you personally, and sit down with you and explain to that one kid in class that didn't hear it, why they're doing it this way?
What is there to "just believe", did you not get proof of anything ever? so no screenshots and gameplay? no ama's? no countless dev diaries, explaining exactly what they are doing and what they are paying
attention to?Openness is the release of patches for the game in this state? Cool! Openness is almost not carrying useful information AMAs? There were very few devdiaries in half a year, they had little specifics. What have we seen from science? What did we see from the heating? Three and a half screenshots and two animations? This is not openness, but a continuation of the hype.
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22 minutes ago, gluckez said:
It's been explained many times before. It is in this state, because the developers want the bugs out of the foundation of the game so they have a stronger foundation to build the features on. it's very simple actually. just because you don't accept that, doesn't mean there is no answer. Also, we have a pretty good idea of what science will look like, as well as the rest of the features. Science will be very similar to how it was in ksp1, but there is still room for changes, as the feature is currently not enabled for the public.
This contradicts your statement about the openness of developers. We are offered to just believe, apparently we are too young and stupid to dedicate us to the development of the game.
16 minutes ago, Speeding Mullet said:There's a really good base to progress from here now, and I'd encourage anyone to give it a go.
It depends on the level of requirements of the person. Someone is insanely glad that they did not meet the kraken, someone is indignant that there is nothing to do in the game and it is only a quarter of what the person expected to receive.
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It seems to me that the title of the topic is too clickbait and inciting - KSP2 and perfect in one phrase can cause indignation among many.
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35 minutes ago, gluckez said:
yes, there's lots of people here and the people doing the actual developing of the game, are busy doing the actual developing of the game. and most of the time I wouldn't answer either if someone is just ranting about something tiny.
Then there is nothing to brag about. There is no answer to the most frequently asked question why KSP2 is in such a state that it is now. And there are no answers to many other burning questions. What science will look like and much more - there are no answers. Really, who are we to answer such insignificant questions?!
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13 minutes ago, gluckez said:
You can talk straight to the devs right here on this forum
And developers will not answer you in 99% of cases, in the remaining 1% of cases it will be a dry corporate response
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4 minutes ago, Periple said:
This isn’t true! Rigid joints are easy, flexible joints are more work! They’re doing it like they’re doing it because that’s the way they want it.
I mean they didn't set out to make the joints like sausages, I think they decided to do it the way it used to be in KSP1. Just because it's been that way for centuries, it's always been that way, and not because - let's make fun rocket sausages!
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No another option for a hater? Where is the answer - to the perfect game so far is like to Jool? Personally, I got tired of the KSP1 sandbox for a month in the winter of 2015.
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2 hours ago, Infinite Aerospace said:
Wobbly rockets are pretty much a design choice at this point. Though I don't support Nate's opinions on wobbly rockets, it's not 'charming or quirky' it's just annoying.
I do not think that this was done on purpose, rather it is the result of copying the mechanics of KSP1 (in the form of code or appearance). And then this problem was declared a feature, since a normal solution requires effort.
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As I wrote earlier, T2 will force the developers to finish the game at level 1.0.5, releasing colonies and so on in the same form that the game was in 0.1.0, that is, in its raw form with a bunch of bugs. Thus, the formally announced task will be completed, but the players are unlikely to be satisfied.
Stuff about science and missions.
in KSP2 Discussion
Posted
Moreover, you can make several jumps on close biomes and take science "above" from them. Total science is multiplied by 6!