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lBoBl

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  1. I have encountered this bug as well. I sent a 3 kerbal mission to Duna, with 2 of them staying in the interplanetary craft and just 1 seat in the lander for a brave kerbal to reach Duna. I did Duna and had some spare fuel so I thought I might as well grab some quick science from Ike despite my lander not being able to carry 3 crew to fulfill the contract. The contract still got marked as done as soon as I landed on Ike with just Jeb. The total crew of the mission was 3 if you count the transfer stage/mothership but only 1 got to Ike.
  2. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: AMD Ryzen 7800X3D | GPU: RTX 4080 | RAM: 32GB Description: When timewarping above x1000, I get a spam of "Experiment Interrupted, not enough resources" notifications when I have a vessel that has a WSRL-01 even though no experiment is running. Steps to reproduce: Launch a controllable craft with a WSRL-01, batteries and power generation, time warp above x1000, even on the launchpad the problem should appear. Included Attachments: RadiationSurveyBug.json .ipsImage { width: 900px !important; }
  3. I think the parts in the Aerial Drones tech node have nothing to do in tier 2. One solution would be to swap them with some of the plane parts in tier 1, but I think just removing that node and moving its parts to tier 1 would be more relevant. The small engines are very good for small planes, and having only the larger intake and wheesley at the start means that you have to either use an inline cockpit with an intake on the front or put 2 wheesleys on the sides of your plane which will look enormous and be overpowered. The tiny LY-05 landing gear is great if you want to build WW2 style planes with a wheel on the back, and it's a design that is really easy to build and fly for beginners. Planes are hard enough as it is, so I think giving beginners more options is a good idea. The other reason is that these tiny parts have no usefulness later in the game. Once you've unlocked Mk2 parts you're not going to want to build a tiny WW2 plane with a wheel on the back, and the fact is, I have unlocked most of tier 3 at this point but this is the last node in tier 2 I still haven't unlocked because I couldn't care less now, with all the better parts I have unlocked. I would have loved to have these parts for my first plane though. I know that having only the LY-05 at the start has generated a lot of frustration for players in KSP 1 but I think having it as an option would be valuable to beginners and experienced players alike, and the same is true for the XS sized Juno engine. This is just my humble opinion and I might be completely wrong, and I also think the tech tree overall is quite well designed. Also please remove the Landing Can requirement on the Kerbwide Tour contracts so that we can build good looking planes.
  4. Honestly, the most precise way to circularize has never been to use maneuver nodes, it's to burn prograde/retrograde manually while keeping an eye on the ap/pe timers/values, and a hand on the throttle. I think the new system is very good to plan transfers which is what maneuver nodes are useful for.
  5. This and the 200t on minmus and others are challenge missions, you can do them if you enjoy the difficulty but they are all secondaries and trust me you don't need to do any of them to progress in the tech tree. The science is just a little bonus, the true reward is bragging rights. Getting 35 science points for minmus isn't much neither is 8000 for an Eve return mission, you'll get more from your science experiments during the mission.
  6. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: AMD Ryzen 7800X3D | GPU: RTX 4080 | RAM: 32GB With a craft around Eve I'm getting about 150 FPS. When I deploy its antenna and enable comms the FPS drops to 25 and stay there until the antenna is retracted and I lose comms again. The craft isn't controlled by a probe so I think it has something to do with science. I have attached the save and craft files in case they are useful. Included Attachments: GillyMission.json quicksave_111.json
  7. If I want to fly an Apollo style Mün mission and I put a Science Junior on the lander, do I have to return the lander with the science junior to Kerbin in order to get the science reward from the sample? Or is there a way to keep it with my kerbals?
  8. Check your GameData folder, especially if you installed some mods manually. Make sure everything is properly extracted and where it should be. If you're using blackjack's Patreon version of EVE, make sure you're using the version of scatterer included in the download. If using Spectra, the easiest way is probably to install it from CKAN. If that doesn't work, try installing it manually. If you aren't really familiar with installing mods, make sure to check this forum post.
  9. I went to Dres and found out that the terrain maybe wasn't as solid as I hoped. Well, might as well try to have fun with it.
  10. Since the F1 key doesn't work to take screenshots anymore, I wanted to use the NVIDIA capture software/overlay, it worked fine on day 1 but since then it doesn't seem to detect KSP 2 as a game and thinks I'm still on the desktop. Even when I press Alt+R to get the performance overlay it appears "under" the game on the desktop. Anyone got any idea how to fix that? Thanks
  11. I play Tarkov a lot which is also built on Unity and the devs have an habit of releasing hotfixes a couple days or sometimes hours after each broken major update. But they're by far the most reactive dev team I know of so I wouldn't expect the same from any other studio... Still, a vague timeframe of "weeks" for a first update is kind of disappointing, unless it fixes everything all at once.
  12. They've ran away with the money and they're currently all on a beach in Barbados sipping margaritas. Or maybe they're pulling a No Man's Sky. When NMS came out the devs stayed silent in front of all the criticism, just closed their doors and their twitter feeds and got back to work as hard as they could. A month later the fixes started coming. Some years later the game started being actually good. Let's hope a similar thing is happening here.
  13. The new magnetic boots are awesome to walk on your ship on EVA, I'm sure James Holden would approve. However they kind of break immersion on the surface of planets. I get that people might eventually want to move kerbals at a decent pace within their colonies but can't we limit this interaction to vessel parts, since colonies can have roads? And personally I think I'd rather have my Kerbals stride along at a snail's pace, rather than quickly waddle on a planet that is supposed to have 1/3rd g gravity, even if that ends up being time consuming once colonies get implemented. If you're not convinced that this is important, it's because footprints are not (yet) in the game. And I totally think they should be, as quick as possible. Because THIS puts a biiiiiiig smile on my face. E-v-e-r-y-t-i-m-e. And it's been many many times.
  14. I made it my head cannon that after wrestling with the Deep Space Kraken on perilous missions, my brave Kerbals are allowed to retire when they get home. That's a bit of a shame though, not being able to write their stories further.
  15. I don't know. I tried manually creating extra nodes using cubic trusses, but when I launch the craft all my engines collapse onto the runway.
  16. We all knew that Early Access wouldn't be perfect from the start and that it would need improvements, however after hearing Nate talking time and time again about how great the new UI was going to be and how proud they were of it, I really expected it to be better than it is. However it's not unsalvageable, there are some good elements, and I have a few suggestions on how to make it better. First thing probably won't be a surprise, many people have talked about it, and it's the retro-style font. Yes it looks kind of funny but it is unreadable, especially in 1080p which is the resolution many of us are limited to (I used to play KSP 1 in 4K so it's a bit of a downer here). I'm not even talking about 1080p after stream compression... Maybe you could give us an option to change it? The Navball also is very hard to read in 1080p. Second is probably my biggest grief with the UI in its current state. In KSP 1 you could choose to display patched conics in relative or absolute mode, it was set to relative by default because that is the most useful mode and I have never seen anyone use them in absolute mode. However in KSP 2 they are set to absolute and there is nothing you can do about it. Concretely what that means is that for example if you plan a burn towards the Mun, you can't see what your trajectory over the Mun will be relative to the Mun, you can only see what your trajectory over the Mun will look like relative to Kerbin. Who cares about that? I just want to be able to plan a burn that will give me a 15km periapsis over the Mun, and on the correct side of the Mun to orbit it eastwards after my capture burn. This really hurts gameplay and it's kind of baffling coming from a dev team that claims to be comprised of many KSP 1 veterans with thousands of hours of playtime each. I also think the maneuver interface has to be revised. In KSP 1 you could see how much dV was left on your maneuver during the burn, now you can only see seconds left which is not relevant if you aren't going to do the full maneuver at 100% burn. It is very hard to be precise on maneuver execution for that reason. You don't even need to add a new line, just make the Required dV value dynamic and update it as the burn is underway. As for maneuver planning I think it would be much better if there was a way to input numerical values for each vector (prograde, radial, normal) instead of having to drag the little arrows like in KSP 1. Ever since I installed Precise Maneuver on KSP 1 I have been simply unable to play without it and I have used in in every playthrough these last few years. I think the devs could draw inspiration from it. For some reason I can't see the future Pe and Ap values after a planned burn when I hover over it. I don't know if this is a bug or just a missing feature but it makes something as simple as a Keostationary orbit impossible to plan ahead, you just have to eyeball it using the current Pe and Ap display. Same thing when you're trying to set your Pe at a precise altitude for aerobraking, you have to eyeball it and can't use the maneuver planer. In KSP 1 you could set the orbit line fade (which indicates which way your craft is orbiting) to normal or reversed. I always thought that the normal mode made more sense, perhaps this is just a question of habit, however the fact that in KSP 2 it is set to reversed and you can't change it is slightly confusing for KSP 1 veterans. It would also be nice to add an orbit line fade to planet and moons, especially moons. This is not a very important feature but I feel like it would be an easy one to implement. When hovering over a planet with moons in map view, priority should be given to the planet name's. When I hover over Jool for instance, it always says Bop. This has no impact on gameplay however, and I like saying "Bop", it's a cool name. Bop. Finally in the VAB, I think there should be a way to save your workspace in less than 3 mouse clicks. Like having a quicksave option that doesn't require you to open the save menu and confirm that you want to overwrite your workspace every time you want to save. Very seldom have I accidentally deleted crafts in KSP 1 by accidentally overwriting them and I feel like it would be even rarer in KSP 2 with the new (and fantastic) workspace system. Outside of bugs the UI is probably the biggest grief I have with the current Early Access build, and definitely the biggest letdown given that Nate really did hype it a lot. It has a lot of good elements, in fact it would probably take me longer to list the good things than it did to list the bad things, but some of the things I mention really do hurt gameplay, and are sometimes really surprising coming from a dev team who played and loved KSP 1. Hope this helps, cheers.
  17. Disclaimer(s) : This guide assumes that you know the basics of how to install a mod manually and with CKAN. If you don't, check this post first. This will be demanding for your hardware. I will indicate which mods are the most demanding and provide an alternative when possible. Stated performance impacts were only measured on my hardware, your experience may differ. I have a core i7-5820k and a GTX 1080 with 24GB of RAM, I get about 60-90 fps @1080p flying a reasonable craft, as usual it gets worse with big crafts. This is not a modpack. Neither I nor the mod authors guarantee in any way that all of these mods will work smoothly together and you will need to download each one separately. You may experience crashes or glitches, do no expect a 100% polished and bug-free experience. If in need of support, read this. You are not bound to these instructions and may choose to install only some of the mods or add other ones on top of them. You will not be surprised to learn that choosing or configuring a visual mod is often a matter of personal preference. If you own one of these mods and wish to see it removed from the list please send me a dm. When you're done things should look like this My goal here is to provide you with instructions to make your KSP look better while preserving the original vanilla gameplay, therefore this guide contains no parts mods or QoL mods. It's up to you to add those if you want. Alright let's get started! This assumes that you are starting with a clean install of KSP, your GameData folder should only contain a Squad and SquadExpansion (if you have DLCs) folder. I encourage you to start the game and check that everything is working periodically during the install, particularly after step I.1 and I.2. I. Environment Clouds Use EVE Redux, which is a faster version of EVE. If you wish to, you can follow the link on the mod's forum post to the author's Patreon which will give you early access to the new version of the mod with gorgeous volumetric clouds. This is the version I am using in my screenshots. It will come out of early access at some point. If you are using this early access version, it comes bundled with Scatterer which you won't need to install separately. This option has a high performance impact, but surprisingly less so than you might expect. It runs a bit better than Spectra with Scatterer in my case. If using the stable currently released version of EVE Redux instead, you will need to download separate configs. I recommend using Spectra, and installing it via CKAN. It will automatically install EVE Redux as a dependency, but you can also download and install both manually. You will need to install Scatterer separately, either manually or from CKAN. Installing just EVE with the spectra configs has a moderate performance impact. If you add Scatterer, it may have a high performance impact. 2. Terrain Parallax 2 will make all planets and moons look way more gorgeous, with terrain tessellation and a realistic high density of surface features, such as rocks, trees and grass. It has a high impact on performance. I recommend a manual install. Make sure your follow every step on the mod's forum page. Make sure your Kopernicus version matches your game version if you are not using the latest KSP version. Make sure to set your terrain settings according to the instructions found in the Parallax forum page. 3. Skybox Download Texture Replacer. You will find links there to different skyboxes, choose one you like. My favorite has always been Rareden's 8k skybox but Poodmund's skyboxes are great too. In both cases make sure you follow the instructions. Using Rareden's I ended up having the milky way's core aligned with the sun, so I flipped it by renaming the files, i.e. switching positive and negative for the X and Z images, and just rotating both Y images by 180 degrees. This is purely optional and there is a cleaner way to do it using a custom config file, look at Poodmund's config files for examples. This has a low performance impact 4. Distant Objects and Skybox dimming Download and install Distant Object Enhancement from CKAN or from the forums. Once in game, launch a craft to space and then find the mod's icon in the appbar to open its settings. Skybox dimming is cool, but by default the maximum skybox brightness it allows is 25%. I usually crank that back up to 100%, or sometimes disable skybox dimming entirely because I like to admire a beautiful skybox in its full undimmed glory. I also like to lower the flare saturation by a lot, because when I look at Mars in real life it looks a pale orange-white and not bright orange. You might like seeing really colored planets from afar though, the choice is up to you. I also like to show planet names on mouse over, which also needs to be enabled in the in-game DOE settings. This has a low performance impact 5. Emissive planets Download Planetshine. Once again you can install manually or from CKAN, and I encourage you to find the in game settings and tweak them to your liking. I personally like to raise the vacuum ambient light level a bit, to around 0.10, and crank the planetshine effect intensity to the max to make it extra noticeable. This has a low to moderate performance impact, depending on your chosen settings. 6. Sunflare If you installed Scatterer, you can choose to modify its default sunflare. One I've always liked to use is JadeOfMaar's Ursa Minor Sunflare, but unfortunately it is not really compatible with the current version of scatterer. However a good person in the community by the name of FridgeOfCanada provided us with a glorious new config in this post. You need to follow his instructions carefully or it will look weird. Alternatively you can always use your preferred sunflare but make sure its config is up to date for the current scatterer. This has a low impact on performance 7. Kerbal EVA footprints You can use Kopernicus Expansion Continued-er so that your Kerbals on EVA can leave footprints when walking on the surface of planets. Download KEX-Plugins.zip and KEX-Examples.zip. Extract KEX examples.zip, go inside GameData/KopernicusExpansionExamples/StockFootprints and copy the Configs folder. Extract KEX-Plugins, go to KEX-Plugins/GameData/KopernicusExpansion and paste the Configs folder there. Open the plugins folder and delete everything except common and footprints. Then move the KopernicusExpansion folder to your GameData. 8. KSC For a better looking Kerbal Space Center with lots of additional launch pads, landing zones and other facilities, you can use the fantastic KSC Extended. You can safely install it from CKAN, if installing manually make sure that you install all the dependencies which are listed on the mod's forum page. You might also consider installing Modular Launch Pads if you want to build custom launch towers for your rockets. (I'm mentioning it here despite it being technically a parts mod, because it won't impact vanilla gameplay too much and is mostly cosmetic.) II. Vessels and Kerbals You can of course add mods to get new parts but with the following instructions you can make vanilla parts look better without changing any of their other characteristics. 1. Reflective and colorable parts Download and install Textures Unlimited. Then download and install Textures Unlimited Recolour Depot. I recommend manually installing both, in that order. TURD will allow you to recolor your parts through a GUI or just quickly make them look metallic. If you own DLCs or if you plan to use mods, make sure you grab the corresponding TURD add-ons from the mod's forum page. This can moderately impact your performance 2. Engine plumes Download and install Waterfall Core and Stock Waterfall Effects. You can use CKAN for this step. This can moderately impact your performance. 3. Sounds Download and install Rocket Sound Enhancement, with its default configs. You can do this on CKAN. I said I was going to make your KSP beautiful, but I never said it was limited to visuals This will make your rockets sound epic. It has a fairly low impact on performance 4. Reentry Grab Reentry Particle Effect Renewed, from the forums or from CKAN. Fairly simple mod that makes your reentry look more epic. It does not affect gameplay in any way. It has a low impact on performance 5. Kerbal heads If you installed Texture Replacer in step I.3. you can use Benjee10's Historical Kerbal Heads. Follow the instructions on the forum page. 6. Suits Benjee10's Historical Kerbal Suits. You don't need Texture Replacer for this one, but if you have it installed follow the relevant instructions on the mod's forum page. The new suits will appear as new variants (color schemes) for the default and making history suits. III. Post Processing As an additional extra step, you can add TUFX for some post processing effects. It has a relatively high impact on performance. I recommend grabbing a bunch of profiles from CKAN to try them out and choose the one you like. Aaaaand, that's it! Congratulations, your KSP should now be absolutely beautiful and run like garbage. You can of course tweak each mod's options to your liking, add your favorite QoL mods, make this yours. Have fun! CREDITS : EVE Redux and Scatterer by blackrack Spectra by HafCoJoe Parallax 2 by Gameslinx Texture Replacer by shaw Distant Object Enhancement /L by Lisias following up on Rubber Ducky's, MOARdV's and TheDarkBadger's work Planetshine originally by Valerian now maintained by Papa_Joe Ursa Minor Sunflare by JadeOfMaar and frigdeofcanada KSC Extended by JadeOfMaar, using assets from Damon and Omega482 Kerbal Constructs by AlphaAsh, continued by Ger_space Textures Unlimited and TUFX by Shadowmage Textures Unlimited Recolour Depot by Manwith Noname Waterfall by Nertea, Stock Waterfall Effects by Knight of St John Rocket Sound Enhancement by ensou04 Reentry Particle Effect Renewed by leatherneck6017 originally written by pizzaoverhead Benjee10's Historical Kerbal Heads and Suits by Benjee10 (surprise I know) Kopernicus Expansion Continued-er by MrHappyFace maintained by StollD aka Thomas P. (previous), Vabien
  18. Yeah but let's face it at this point the chances that this will be the case are probably pretty slim. They said they wanted to enable big crafts three years ago when the game was being developed by a different team in a different studio and the current marketing material isn't exactly filled with massive crafts
  19. Wow, I guess you can add the fact that the devs recommend a RTX 3080 to the list of my concerns. I guess it will not run smoothly on my PC but this time it won't be a matter of parts count
  20. Yeah probably but they might! It took them three years so far to deliver none of the main promised features, the ones that were on the KSP 2 homepage from the beginning. So should I expect the very first item on that roadmap (science and tech tree) in 1 month or in 1 year? I have no idea. What the devs have ahead of them right now is going to be pretty challenging, and I hope they planned ahead. The one big challenge I think they faced initially (just an educated guess) was to allow for interstellar scale ships with potentially thousand of parts while conserving soft joint physics and running better than the same giant interstellar ship in modded KSP1 where you would count your seconds per frame rather than the usual frames per second. So far we've seen mostly choppy footage (even the launch trailer doesn't look that smooth to me but it's a 30fps video so that might be why) and not much that would indicate that this problem is solved. Honestly if I'm limited to 50 parts per vessel before it starts lagging as all hell and going full spaghetti monster mode I'm going to be disappointed. The one thing I really hope KSP 2 will do better than KSP 1 is performance, and that is not setting the bar very high, but still, I have a feeling that I'm going to be disappointed in that domain. If I'm wrong and it does run well (even at some point in the future) and I can play around with big ships carrying little ships in their cargo bays, I'll be happy. 100%. "Slay the Kraken" they said. I hope it's true, we'll see!
  21. Well it sure did. I still have my doubts and I still think maybe IG isn't the best at communication, but I agree with what you said, plus they dropped an actual gameplay trailer (with some non-gameplay footage spliced in for some reason) just when I hit send on the first post. I still think there should be (vague) dates on that roadmap, you can set deadlines in software development you should just expect them to never be met (see Hofstadter's Law), but they are necessary to keep your teams productive, it's not about yelling at them or making them feel guilty, it's about motivation
  22. Hey guys! This is a post about all (or most of) the concerns I have about KSP 2, and what I interpret as bad signs coming from the dev team. Before starting however, I would like to apologize in advance for all the negativity that is about to follow. I am going to explain why I think KSP 2 might not be as good as a lot of us would want it to be, but I'm doing that hoping that one of you or perhaps even someone from the dev team will reply and address all of my concerns and reassure me about how great the game is actually going to be. I am not doing this with the hope that I can expose this game as a fraud, get the dev studio closed and all the personnel executed. I wish KSP 2 will be successful even if the game disappoints me personally, I know the devs are passionate and I know that none of us, no matter how fond of KSP 1 we might be, are actually entitled to a good second game. This is not a KSP 2 hate thread, please refrain from using bad words. So, let's get into it. I have been following the dev diaries and all things related to KSP 2 development very closely basically since it was announced in back 2020. Back then, the game was being developed by an indie studio called Star Theory (Wikipedia). A certain Nate Simpson made the announcement and everyone got very excited. The game was going to allow for huge futuristic ships that could be built in orbit, and would travel to distant worlds, even as far as other stars, to establish new colonies for kerbalkind and visit those that your friends already built in multiplayer mode. And as a cherry on top, modding support would be even better than in KSP 1. Hearing that, it's not hard to see why everyone jumped aboard the hype train. And the studio showed great engagement with the community by inviting the main KSP 1 content creators to take a look at the new game, and I remember the first impressions of these content creators being very positive. There was one thing though, that seemed a bit baffling to many, including myself : the release date of "late 2020". End of year, really? A game that big, that complex? Surely it had to be well on its way by then, right? Well, we don't know. The first trailer was not actual gameplay footage and there was none to show at the time, so that seemed a bit ambitious... But who cares, it'll probably get delayed and then what, that's not the end of the world, so fans of KSP 1 had basically no reason not to get aboard that hype train. And apparently even the game publisher, Private Division (Wikipedia) got on board big time. This is a bit of a hot topic and I don't want to discuss moral issues here, you can read more about what happened elsewhere on the internet. But from a purely technical perspective, let's just say that there was a studio and partial team change, from Star Theory to Intercept Games, with some of the initial devs transferring along with the project. And in the middle of all that, suddenly Covid decided that there was too much fun and happiness in this world, so that certainly didn't help. The rest is basically conjecture and educated guesses because we don't really know what happens behind closed doors. Basically there are two things that I'm concerned about : the game has been delayed multiple times and we've seen very little actual gameplay footage even one week away from early access. I know many of you will disagree with that second statement because the devs have been doing a fair amount of communication, giving us exciting dev diaries and other videos on YouTube. But very little of that content has shown actual progress being made on the game (I'm not saying none, just very little considering it's been 3 years). It's mostly just what I'd call wishfull thinking, devs saying we're going to have this and that and we want interstellar travel to feel long and dark and we want tutorials to be easy and intuitive and we want planets to be realistic and so on and so on... Very little "We have that, look, it's cool". There is some of that, we heard the cool sounds of rocket engines, saw some of the engine plumes and explosions being worked on, a couple colony parts and futuristic engines, but that's it. And when you think about it, these are just assets. Just bits and bobs that make the game look and sound cool but we have seen no gameplay mechanic. The only clue on what actual gameplay might be like is a glance at the new UI which admittedly does look good and functional. I'll say a little more about the gameplay footage later but first let's talk about the delays, because that ties into it. If I recall correctly the game was very rapidly delayed from "late 2020" to fiscal year 2020. Basically as a studio you can delay the game and the publisher is still happy if it's in the same fiscal year because they can still put it in their results for that year and that makes investors happy (that's of course a very crude sum up). But then it wasn't ready, no project in the entire world at that time was on schedule mainly thanks to Covid. So it got delayed again. And again. Untill it was delayed to 2022 and then finally to February 2023. Why that looks bad to me is because this is a month before the end of fiscal year 2023 for Private Division (which is based in New York State) and therefore maybe a deadline set by the publisher. Basically they had to say 'hey guys we need to release your game before then even if it's not finished because the company needs to be profitable otherwise it will die and there will be no game at all'. Not blaming anyone here this is just the harsh reality of capitalism. Again, this is conjecture, I don't know that. And of course I'm dramatizing, they have other games and the company probably wouldn't die. So maybe this is all a coincidence, but I'm just saying, it sure looks like a profitable coincidence for Private Division. But let's indulge in even more conjecture and try to imagine what happened when that hypothetical deadline was announced to the dev team. Remember that in game footage that we've seen? Well it had one very important characteristic that I haven't talked about yet. It looked a lot like it ran at a very low framerate and with copious amounts of stuttering. Not really something you can ship to customers. Well then, what do you do if you're a dev? You strip the game bare for early access : remove all the extra planets and star systems you were working on, remove the large scale colony and interstellar parts, scrap the actual gameplay mechanics like orbital construction and colonization, tone down post processing to a minimum and don't even think about multiplayer for now, it'll be easy to add on top of all the rest later (haha). Reassure the player base, tell them not to worry, all the gameplay footage they've seen so far is months old and the game is in a much better state now. But if that is truly the case, why don't they release more recent footage? We're a week away from launch, are they going to tell us that the game is not ready to be shown right now but it'll be playable in 8 days? So yeah that sounds kinda sus to me. But you might say hey, they never said that the game will be good or even playable in a week, it's just an early access. The devs have already addressed all of our concerns regarding what will be in the game by releasing a magnificently illustrated roadmap with happy little Kerbals on it. But no dates. How is that more than just wishful thinking intermingled with marketing bull c***? No dates, no comittment. We've gone from full game release in late 2020 to early access in 2023 with none of the features that were promised in 2020 : No interstellar travel or even big interstellar capable ships, no colonies, no resource gathering, no orbital construction, no multiplayer, and they even removed science and progression that game one had. But don't worry, the devs said on their roadmap that we will be adding all of that back into the game at one point eventually in the future probably. Except for modding support, I don't think the devs have mentioned that since 2020. Most players seem to think that this is such an obvious part of KSP's identity that they don't need to mention it but I think that if the game did have extensive modding support they would at least try to use it as a marketing point. And also, I know, they did apparently deliver on one promise: better tutorials (but I'm worried people might not properly revere He Who Knows aka Scott Manley which would be bad for humanity as a whole). Seriously though, I think it's a very good thing if good, engaging tutorials are present, and something that was severely lacking in KSP 1. But it's mostly pre-recorded animations and nothing to do with actual gameplay so not really an encouraging sign regarding the technical state of the game. Basically if the dev team took 3 years to bring us none of the promised features, how long will it take them to bring us all or any of these promised features? Anyways, I hope I'm wrong and delirious and that I just wasted an hour writing all that for nothing. I really wish KSP 2 will be better than I think it'll be and that it'll eventually have all the features we expected it to have. And regardless of whether or not it is good I hope that it will be a commercial success and that the devs get rewarded for their efforts.
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