Alexoff
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Posts posted by Alexoff
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13 minutes ago, Kerbart said:
I work for a Big Evil Coro that’s not nearly as evil as customers and outsiders like to think.
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.
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54 minutes ago, Stoup said:
Random idea for something I at least would like to hear more of: maybe some follow ups to previous dev diaries/etc? It's been a while since things like the CBT system was even mentioned, and I'm sure there's plenty of other systems that were slated to have further news that may have fallen by the wayside
Perhaps most of the old diaries were written by people who no longer work in IG
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25 minutes ago, Pthigrivi said:
My suspicion is giant parts are only likely to pose problems if you go from a 50m part with a 10m attachment to a 1.25m part and then back to 10m. Having such a weak intermediary would form a hinge in the middle of your vessel. Nate mentioned solutions like making sure stacks of similar diameter all kind of ignore joint deflection. So if you connect a 2.5m part to a 2.5m part to a 2.5m part it would all just act as if welded. It would probably help with performance.
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. -
49 minutes ago, Pthigrivi said:
To this point Nate also mentioned huge interstellar vessels and colony parts. A solution that only makes sense for simple Kerbin ascent vehicles may not be robust or flexible enough to handle what comes later.
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.
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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.
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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? -
It seems to me that most of us would be satisfied if wobbling was reduced to the level of KSP1.
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28 minutes ago, cocoscacao said:
And it probably will. My point was, if they need to deal with them, they don't have to deal with them twice.
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.
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1 minute ago, cocoscacao said:
By introducing short-term solution, you may or may not create a bug in seemingly unrelated system... thus wasting time trying to fix that system... You eventually end up realising you shouldn't care... but time went into it, instead of focusing on long term solution.
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.
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Someone discovered the premiere of a mysterious video on YouTube from some German game studio. Mystery! Is this game studio hired by T2 and is it making some of its own new game based on KSP or is it just someone’s private project? We'll find out soon...
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20 minutes ago, cocoscacao said:
Better simulation. All things computed, all the time, everywhere. That's a much harder job,
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?
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5 minutes ago, Astr0Guy5 said:
Hey, Rome wasn't built in a day.
It's a survivor's mistake.
6 minutes ago, Astr0Guy5 said:KSP2 at its full potential will prove to be one of the greatest, most complex games ever developed
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.
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18 minutes ago, The Aziz said:
There it is! I knew it would pop up at some point
It poped up in February 24, 2023
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13 minutes ago, cocoscacao said:
I'm still getting the feeling that some members don't get the major difference between KSP 1 and 2
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?
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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
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45 minutes ago, MechBFP said:
I literally have no idea what you are talking about since you are not making any sense
Can anyone translate who does understand?
Remember that?
3 hours ago, MechBFP said:If your complaint is that they haven’t released any videos for any major features when they haven’t released any major features yet, well….
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6 minutes ago, MechBFP said:
Not sure how any of that is relevant to what you quoted?
This is about as relevant as releasing videos after features are released, rather than before.
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9 minutes ago, MechBFP said:
How about having that complaint when the next major feature actually has a scheduled release date and they don’t release any video before it is released instead?
Seems more reasonable than getting upset at make believe scenarios.
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...
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1 hour ago, MechBFP said:
If your complaint is that they haven’t released any videos for any major features when they haven’t released any major features yet, well….
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.
58 minutes ago, regex said:As a software developer myself, yes, deadlines absolutely are the devil. They completely ignore reality and ruin the quality of my work/life balance.
Deadlines? Maybe managers who know nothing about who will do the work and how?
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57 minutes ago, MechBFP said:
They did exactly that already. Remember the EA launch video?
What is with the selective memory?
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.
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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?
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28 minutes ago, Periple said:
Developers have other things on their plate and if they have to make a presentation every week that’s bound to suffer!
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.
32 minutes ago, Periple said:Communication is a lot of work! Especially when you have to be extra careful to make sure you don’t say anything that could be misconstrued.
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?
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On 9/21/2023 at 9:49 AM, regex said:
Signs of progress, take it or leave it. This is part of the "communication" we're talking about here; clearly, showing something hasn't mollified people so why not show nothing. It won't make any real difference in trust and it's less work someone has to do for little-to-no payoff.
So have they shown progress or not? [snip]
On 9/21/2023 at 10:11 AM, regex said:I can't blame them for not releasing more
But you can blame other fans
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11 minutes ago, PDCWolf said:
However, it also becomes a problem when their strategy turns to "not say anything and do", as that requires faith, and that's much better to gain when you didn't destroy trust in the first place, which is their current track record.
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.
1 minute ago, regex said:plus showing progress on science
really? What exactly?
Wobbly Rockets with David 'Trigger' Tregoning - KSP2 Dev Chat
in Dev Chats
Posted
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