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Chilkoot

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Everything posted by Chilkoot

  1. I understand the disconnect now - I was looking for some kind of monument in that location, but it's a... "geological feature" Here's another image with some seasonal lighting and a ship parked about as close as I could get it without the bug gobbling up the icon, in case others are having the same problems as me on Moho:
  2. If you see a ship icon on that map, you have better eyes than me
  3. There are other Early Access games on GeforceNow.
  4. The pool is dynamically repopulated, and it "fills back up" when you move some Kerbals to a ship. Not sure if there's a brief wait period, but your recovered Kerbals will show up again, though they will be in a queue off screen waiting for you to make space in the roster for them.
  5. I just dropped a ship there, and I don't see any kind of anomaly... I could be blind or just off course a bit.
  6. Moho... I don't see anything more than texture anomalies in the location shown in the top post. Has anyone confirmed there's some kind of real Easter egg on Moho?
  7. Hmm... I would doubt the publisher is ready to cut bait yet, without even a console release which is a very sweet plumb. I see in a lot of threads the mention of sunk-cost-fallacy (it's very vogue), but there's a difference b/w that and the risk calculation of recovering costs or perhaps not realizing potential returns on the current investment. Eg: If PD is, say, $20MM in so far and they completely cut bait, they will recover maybe 10%. If they believe they are 75% of the way to the "finish line" and still project strong sales of the 1.0 release, they are more likely to pony up the last 6 or 7 million to recover 80% or even hit profitability. I suppose it all comes down to what the new projections are for 1.0/console sales. You can bet they are absolutely scrambling to update those numbers given the online backlash to this release.
  8. I don't mean to be a Monday morning quarterback, but given the state of the game currently, there were probably at least two ways to have avoided the current review-bomb situation: EITHER: Don't sell as EA, but do a "preorder", where preordering gives you access to dev milestone builds like the one we have. This would have kept expectations low, and made the Kraken insanity more funny and less infuriating by framing it as "a peek behind the dev curtain". Additionally, Steam doesn't permit reviews on pre-order items. Con: this would have limited sales (PD wants returns on the books FY'23), and may have led to less feedback. OR: Start EA at a much lower price (~$20), then ratchet up as permitted by the Steam TOS each time a new milestone feature is released. The $50 tag does create an expectation with people, and the game is not a $50 game yet. Con: again, probably lower total sales revenue, and it would poach future revenues, too, if a lot of people jumped on at the $20 price point. You can bet that PD considered both of these options, but their analysis showed the $50 EA to be the best long-term path. It's clear they didn't predict the hugely negative press, and the long-term impact that press will have on sales for the coming years. Damage is done, unfortunately, but also undoubtedly.
  9. Just looking through the builds, and it's like Dev->Dev->Release Test->Dev->Dev->Candidate->Dev->Dev (repeat). It seems like they're not yet sure what they'll be able to reliably fix yet, so probably no patch notes until the very last moment.
  10. Very true, esp in a non-subscription model and doubly so when fleeing users outnumber retained ones. It seems harsh, but as far as sales and retention go (i.e., the reason the business exists), loyal, resilient players' feedback is of limited value.
  11. Steam's distro agreement says PD can't lower the price on Steam for 30 days, even on other platforms if they want to remain on Steam. The Mexico price drop was an unrelated re-valuation, and refunds are being issued where applicable.
  12. When the framerate drops too low, keyboard input fails. Pan your camera to below your rocket so you can only see the sky and the rocket in-frame (this pumps up your FPS dramatically), then give it another launch and see if you have better control. I tend to play at settings too high for my hardware, so I have to do this every launch/landing.
  13. I really doubt that The 2 features at the south pole of Gilly are subtle, and are pretty much confirmed to be glitches as they also appear on other moons in the same location. This is a no-spoiler-image thread, but you can see a screenshot with both features on Gilly in a post here: For a visual cue, I call them "Gillyweed" and "The Gilly Hole", which should make them jump out if you look at the screenie I posted over there.
  14. These are great tips. Unfortunately, I have no more thumbs left today
  15. OK, the same feature can be found on Gilly: I've been calling it the "Gillyweed" for... reasons
  16. I wouldn't fret yet. KSP 2 still has a lot of financial runway left - the publisher isn't going to pull the financial plug at least until the announced EA features are released, or they will face some serious backlash. In fact, it's a fair bet that there won't be any real decision on KSP2's future until it's fully released for consoles and the sales numbers for a few quarters are in. You can bet your booty the performance and crash problems will be gone by the time the console release comes out, as MS and Sony both have strict internal vetting regimens and retain the right to de-list non-performant and buggy software from their respective stores.
  17. OK, let's be fair here - that feature was added in the 80's (like 35 years ago) and the game was running on the first 16-bit processor (80286) at the time There was a point where you could grab some output parameters from a web-based porkchop calculator, and paste them into - I think - "Precise Maneuver" or one of the other early maneuver addons. That was like heaven lol - eyeballing died for me that day and I never looked back!
  18. There are two "features" smack dab at the south pole on Gilly. I hesitate to say either is intentional (certainly not lore related), though the one I jokingly call "Gillyweed" looks like it may have been planned. The other could be an homage, or more likely a generation error as @Tundra noted above.
  19. Interesting - I know they did hire some physics modeler guy to design a rigid body system from the ground up, but (like everyone) I was surprised to see the noodle rockets back and worse than ever. Maybe it's a work in progress, or maybe the oddities are a "convergent evolution" of physics modeling. Either way, it's a pretty big issue right now - Matt Lowe's frustration during launches is palpable in his latest video.
  20. There are definitely palpable "Minions" vibes to the Kerbals now, and what appears to be an appeal to a somewhat younger demographic. Is TT hoping this will be their Minecraft? We shall see...
  21. I've played enough to encounter quite a few of the bugs so far, and agree that terrain rendering performance should really be at the top of the list. Most bugs I can get around with reloads or rollbacks, or a bit of extra effort (like the maneuver nodes and intercept issues). The one thing that consistently plagues every game I start is the poor framerate at whatever destination I target. Reaching a hard-earned destination should be the fun part, not the ragequit part.
  22. I've been circling Gilly for a while at low altitude, and nothing (yet).
  23. I would also add that if someone repeatedly rubs you the wrong way (intentionally or not) the Ignore feature can help keep perceived trolling out-of-sight, out-of-mind.
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