Jump to content

DunaManiac

Members
  • Posts

    1,333
  • Joined

  • Last visited

Reputation

2,380 Excellent

Profile Information

  • About me
    The Next Generation
  • Location
    I'd say that it's fairly likely that I'm on the Earth.

Recent Profile Visitors

11,869 profile views
  1. Nice to see the colony sneakpeak today. My suggestion for the next sneakpeak would be a more in-depth screenshot: perhaps a screenshot of the (work-in-progress) UI or a particular part with a short explanation as to its function.
  2. I think I agree with the idea that we aren't getting enough communication. If the stated purpose of EA was to allow more player feedback as the game is worked on, it doesn't make sense to me to keep colonies secret. Since it's one of the things people are the most interested in, it would make sense to share more about what the team is working on to allow that feedback. And I don't mean a random screenshot: I think an AMA or a Dev Diary or a Show and Tell would do a lot for community engagement and stir up healthy debate and criticism that might improve the final product. I honestly think it's more likely than not that it's not in any state to even discuss. Don't know why people lend so much weight to this statement given Intercept's track record of release estimates.
  3. I feel like I should say here that gameplay is a subjective experience. Some people like KSP2's style, others don't. The way I see this is that this sort of argument boils down to "if you interpret this in a way I don't like then get out." I'm sorry, but I see this all the time and it's still a non-argument. What might be "lightheartedness" for you might be "kiddieness" to others, and that's a fact of life. Respectfully, I think people shouldn't be going around telling people to "go play another game" just because they point out their dislike for the style of the game. I think I should say I agree with the take that KSP2's humor is overbearing and simply doesn't work for me. I'm someone who focuses on the realism. Different people have different play styles, some who emphasize realism and others who don't. I don't see why we can't try to accommodate as many play styles as possible, and if the developers are trying to accommodate everyone they should take the people who offer constructive criticism into account. That's not to say I don't appreciate KSP's lightheartedness and kerbalness: that's exactly what makes it special and sets it apart from other games. I think KSP1 nailed the balance between realism and lighthearted fun that allows a serious colonization campaign of the solar system and someone like Danny2462 to coexist in the same game. How many other games are like that? On the other hand I think there is a difference between "lightheartedness" and overly cartoonish. The bright color pallettes and silly faces and in my opinion uninteresting story are things I don't find enjoyable. I think KSP2 is trying to lean heavily into the lighthearted aspect of KSP but I think at the cost of some of that emphasis on realism that I play KSP for. And if people are reading this just to respond "go play orbiter, nerd" then I think you should consider how everyone here has a passion for KSP: otherwise none of us would be here in the first place.
  4. One of my favorite images I've taken recently: a grainy, low resolution photo from Eve. Visible here is a significant mountain range in an area near the Eastern sea's northern tip. The probe itself: the second probe landed on Eve (The same mountains can be seen in the distance). I built it out of armor plates to give the impression it could survive the forces of Eve's atmospheres, with two protective covers to be lowered once it had landed.
  5. A small update, as lately I have little time to play KSP for the past few weeks. The latest probe to arrive at its destination is ESAI: Eve Surface Atmosphere Investigator. Unlike the original Eve landing mission, ESAI, as its name suggests, aims to land on Eve's surface rather than its water. Towards the extreme north of scanned terrain is a relatively flat area near one of Eve's largest lakes. The team hopes that landing ESAI here will allow us to get the best of both worlds from Eve's surface and ocean: we'll hopefully be able to study both in detail. The closer ESAI lands to coastline, the better. At Eve, the aeroshell rockets through Eve's thick atmosphere at over 5 and a half kilometers per second: nearly double Kerbin's orbital velocity! At approximately 25 kilometers up, the heatshield is detatched, exposing the bottom of the craft. A small camera wakes up, and begins taking pictures of the ground below. The images are notably featureless due to Eve's thick cloud layer. As the craft continues to descend, the details of the clouds become more clear. Interestingly, these clouds look quite different, as is clear by a side-by-side comparison with images collected by the Eve Atmosphere Probe and ESAI (EAP on left, ESAI on the right). This may result in a significant breakthrough being made in the study of Eve's atmosphere. Several hundred meters above the surface parachutes are deployed and landing gear extended. Surface is mostly featureless, but notably has boulders of a much brighter color. Several moments later, we touch down. As part of the startup procedure, the metal covers protecting the sensitive equipment onboard is lowered, and the first grainy photos can finally be taken from Eve's surface. The spacecraft itself, visible here, has a number of important experiments onboard. It has a small sample collection mechanism to analyze surface composition, several science cameras pointing in two directions (though its purpose isn't to take pictures), and a small radar scanner to scan its immediate surroundings. The landing site is approximately 750 meters above Eve's sea level. What's clear is that the surface is not rocky like the KSC had feared. Instead, the surface is smooth, with a thin layer of sand above a smooth, rocky surface. The surface even seems somewhat moist, as if it had rained recently. Whether it does, in fact, rain on Eve is an important question to be asked. However, it is clear that the probe will not last particularly long. The probe's reinforced body can only last a few days before being crushed by Eve's thick atmosphere, and its fuel cells will not last much longer than that. However, the achievement is undeniable: our second probe has been successfully landed on Eve.
  6. I'm really happy to see that the team is making some progress on Science. however, I won't get on the hype train just yet. December is pretty late, considering at that point the game will have released 10 months ago - how come the team's apparent expectation it would be done in only a few weeks stretch out that far? My major complaint is this: how exactly is this new science system any different from the science of old? We still have the hated science biomes, and an arbitrary "Science" unit for a tech tree. This seems like a far cry from the totally revamped science system that a lot of people expected before release, and more like a simple rebalancing of KSP1's science system. Could anyone from the development team create a dev diary or devchat to shed light on this topic? This might just be a misunderstanding on my part or poor wording, but does this quote suggest that resource collection is exclusively for "Exploration Mode," meaning that in ordinary sandbox mode we will not be able to use any ISRU converters for vessels and colonies? This image I find interesting, because of the very nice looking science-lab type (perhaps?) part. It is interesting that apparently certain experiments can only be returned to KSC for science rather than transmitted for a reduce penalty. It would be cool if this stimulates robotic sample-return missions early on, with sample collection containers and sample collection experiments. So far the new tech tree seems pretty much the same as before, which is not what I was hoping for. My main question is this: are we still going to start every new career with a command pod + SRB a la the original, or are we going to first get access to probes or aircraft and then graduate to manned flight? I would be disappointed if the latter turned out to be true. Once again, this seems to be similar to the contract system of KSP1, albeit without the randomness and a more tutorial approach, and with science as a reward rather than funds. Are these intended to be simple guides designed to point newbies in the right direction, or are they an important part of gameplay that cannot be ignored? That's a pretty big promise to make, and has been made many times in the past. I will be watching to see whether it comes true. All in all, happy to see the new reentry effects and that wobbly rockets are being addressed and worked on, but I am still skeptical (perhaps more than most) about the new science system.
  7. A priority for the future is robotic exploration of the Nearby Worlds: Eve and Duna. The RED Program, or Robotic Exploration of Duna Program, seeks to lay down the groundwork of a manned mission to Duna. It will consist of a series of probes launched in groups at the upcoming launch windows. Objective: Study atmosphere, surface conditions, planetary composition, and magnetic field strength of Duna. Will create a small satellite constellation around Duna, explore two Points of Interest for a future manned landing REDP1: Duna Atmopsheric Survey Orbiter. Due to launch within the next few days. Despite its name, DASO's purpose in addition to studying Duna's atmosphere in great detail to prepare for REDP4 and the future landings is to study the surface and help pick out landing sites. The DICE orbiter, currently in orbit of Ike, has mapped most of the southern hemisphere of Duna, but the northern hemisphere remains mostly unexplored. DASO will aim to explore the unexplored regions in much greater detail. REDP2: Duna Operations Command eXplorer (DOC-X). In a similar vein to the idea of the original Moon Advanced Survey Strategy (MASS) 5 Minmus Operations Command eXplorer, MOCX that operates to this day, DOCX will in the short term conduct an intense exploration of Duna's surface. It will deploy a large radar antenna to study Duna in greater detail than we currently have, and bring along a resource scanner to study Duna's surface for refinable ore deposits. This knowledge will be critical in the future exploration of Duna. REDP3: Duna Weather Monitor and Surface Exploration Vehicle (DWM-SEV). The aim of the Weather Monitor-SEV is to study in great study one of the Points of Interest that the combined work of DICE and DASO will discover. It will be a dual mission, not a stranger to the Program, which will aim to land a lander and a rover at Point of Interest 1. The lander, the Weather Monitor, is intended to be more important and will do what its name suggests: monitor Duna's weather from its location. It will also take seismographic readings and atmospheric readings, all of which will go into our decision for picking a final landing site. The rover on the other hand, will sample the surface and test out surface conditions directly: is it rocky and filled with boulders that would make landing difficult? Is it sandy and will make our craft sink? Or is it nice and flat? REDP4: Duna High-Flying Glider. This mission, unique among the others, is a plan to use a propellor to power a glider on Duna. This will allow us to explore large swathes of the surface, but would be quite technically difficult to accomplish. However, the glider will be sent to analyze the second point of interest, and hopefully join our other probes at the other Point of Interest.
  8. Sorry for the relatively late reply. Basically, in the short term my plan is to complete my outpost around Minmus. My station is mostly complete, and the final phase of my plan to colonize Minmus will be to finish Citadel base on the surface. I've already brought the core module and drill module. In the longer term I plan to build two more large motherships to explore Eve and Duna, perhaps build an outpost. But the main goal will be to eventually set up a colony in the Jool system, likely around Laythe and Pol.
  9. As this is the Dual Moon Study Mission, landing on the Mun was also a priority. The vessel designed by the Program is the Unmanned Sample Return Vehicle. It's mission, as suggested by the robotic arm, is to collect samples from the surface of the Mun. A question many asked is: why send a probe to collect samples if Kerbals can? Indeed, there was a heated debate in the bowels of the Program boardrooms. Kerbals haven't set foot on the Mun since Nova-E II, one side argued. However, a robotic mission was chosen for the main purpose of preparing for a future sample return mission: at Laythe. See, at Laythe, it will be quite some time before we are capable of sending a kerballed mission to Laythe, so our near-term solution is to send a robotic sample-return mission to the far-flung moon. As a result, it was imperative to test a robotic sample return mission much closer to Kerbin, at the Mun. An artist's conception of the USRV in action The robotic arm uses a unique sample-collection method. As opposed to a simple robotic arm to scoop up material, our arm instead is fitted with a small compartment. In order to collect the samples, the surface will be "stamped" by our arm, which will collect our material. There will be less than a proper arm, just a couple of grams, but this method is far cheaper and more reliable. Once the arm is finished with its work, the arm will transfer the regolith into the upper stage, which will then rendezvous with Azimov in orbit for return to Kerbin. Federation Geostationary Communication Network Satellite, 6 currently in service in Geostationary Orbit, placed by Merlin VII, Accipiter V, VI Minmus Total Coverage Project Satellite Another late addition to the Dual Moon Study Mission is the Minmus Total Coverage Project. The aim is to solve the problem of spotty coverage around Minmus, especially due to the fact we are now maintaining an 8 kerbal outpost. The people behind the MTCP had been pushing for the Program to approve a mission for years: and the response was "not enough money, tough luck." However, the MTCP was finally approved as two satellites to be brought along by Azimov, to be inserted into geostationary Minmus orbit. This will solve our communication problems, establish the first communications network beyond Kerbin, and at the lowest possible price. The result of these deliberations is that all these probes will be attatched in this configuration to a service hub, designed to maintain the onboard computers of the spacecraft until they reach their destination. However, the most ambitious part of the Dual Moon Study Mission is this: the Minmus Resource-to-Orbit Transfer System. Fully fueled, ROTS can transfer up to 4 orange tanks: 150 tons of fuel up to Foundation Station. It will operate as the workhorse of the Minmus colony. It will handle transfering fuel from Citadel to Foundation and transfer life support supplies and other essential cargo down to the surface. Plus, it is fully autonomous, allowing the tanker to operate without without direct kerbal control. Fully fueled, it can weigh nearly 200 tons. Its dry mass is 50 tons. In conclusion, the modules, probes, and landers that we will be sending on the Dual Moon Study Mission will be arranged in this configuration. We plan to have this completed in a year and a half, or even less. In the meantime however, we'll be stepping our robotic exploration of the nearby planets, and gearing up for our next objective beyond the Kerbin system.
  10. At the KSC, considerable thought was put into how exactly fuel would be transported and refined. The major debate was whether it was more economical to mine ore on the surface and transport it directly to Minmus orbit to refueled on orbit, or whether to refine ore on the surface and transport and store purely fuel on Foundation. The science team at the Program dedicated to study the matter after studying samples brought back from Citadel's landing site believe that the latter option is more efficient. In addition, there has already been consideration put in to IKS Azimov's next mission. After the gravity wheel debacle was revealed the Program began to push for splitting Phase III into two missions: the first with the secondary focus of bringing another engineer to deploy the gravity wheel, and the second mission to primarily fulfill Phase III's objectives. What the crew came up with was the Azimov Dual Moon Study Mission - the first mission ever to visit both Minmus and the Mun. Planned for roughly one year from now, it will take advantage of the gargantuan radar array installed on Azimov that has as of yet sat unused. We will use it to conduct the most in depth study of the Mun and Minmus ever attempted in history. It's even a propaganda boon: spaceflight to the Mun and Minmus has finally become routine! However, onto more practical concerns. This is the Azimov-Foundation Adapter Module, or AFAM. Seeking to alleviate the issue of the lack of clearance for Azimov when the gravity wheel is deployed that hindered us from discovering the fatal error in the gravity wheel, a new module will be installed that will add that clearance, as it were. It's not a waste of money, however, because it will serve two purposes: the first is to ease the transfer of crew and equipment from Foundation to Azimov by including a small module to add more storage space. Seen here is a clear demonstration of the clearance it will provide. The front node of Azimov is shown docked for reference. However, the second purpose of the module is to include a specialized receptacle for a new spacecraft: the Skipper. The skipper was intended to fill the role of a small craft to be ordered around wherever it didn't make sense to send the large, nuclear powered MGL. Its main purpose would be to help service our small satellite fleet in Minmus orbit that requires servicing every few years, especially the MASS 5 and MOCX probes, with the latter providing the "brains" of our entire Minmus operation. A secondary purpose would be to assist in extracting crew in an emergency, or to land at a small site of scientific intrest too far away from any base to study. Two designs were submitted to the program. Design 1 seen here. Design 1 has a unique spherical capsule design capable of holding two kerbonauts. It requires external RCS thrusters and is less responsive to controls, but it has the advantage of being able to use a standard docking port. Design 2's primary disadvantage is the need for a specialized docking port to be inserted aboard the AFAM. However, it has built-in RCS thrusters into the capsule and is somewhat smaller, while it can still hold two kerbonauts. Bill Kerman seen here evaluating a simulation of the interior of Design II, smiling wildly for the camera. To decide, a simulation of both designs were produced. Crews rated the performance of Design II much more highly over Design 1, complaining of cramped interiors and extremely poor visibility in the latter. In addition, based off of performance reviews, Design 2 was ultimately selected to act as the Skipper. Given our purpose is to study Minmus, it was decided that a complimentary probe would be brought aboard Azimov to Minmus orbit, and be released to continue the study after we've gone. Don't let the proportions fool you: this is the largest probe ever designed by the Program. Christened the Minmus Comprehensive Resource Study Orbiter (CRSO), it was designed primarily to showcase Azimov's ability to launch large spacecraft to places that it would be impractical to transport directly. It is outfitted with a large camera, an enormous multispectral and resource scanner to study Minmus, a kerbnet scanner, various smaller cameras, and a large radar dish. CRSO was also designed with future servicing in mind: an area to interface with the central computer has been provided so that future kerbonauts aboard the Skipper can service the vessel. Experimentally, it has the capability to be tied to a visiting spacecraft via a tether, ensuring that the Skipper does not waste precious fuel maintaining separation.
  11. Phase II: Final Operations and Return Rovin and Lobas construct a small unmanned science station next to Elysium base After staying for several hours, Rovin, Isapond, and Lemore are finally ready to leave Elysium. With Lobas and Isalin left to their work, and the new science stations brought by the MGL, the crew settles in for their flight to Foundation Station. Taking off a a high angle, we leave our first manned outpost on Elysium behind. Back in orbit, the crew have begun the final preparations for Azimov's departure for Kerbin. Onboard is the old crew of Foundation, Elysium, the Azimov Operations crew, and our drill specialist, all exhausted after years in cramped spaces and eager to return home to Kerbin. With our fuel tanks now at an acceptable capacity, thanks to the tireless efforts of Isapond and Shelvan Kerman, there is no longer any fear of not being able to get home. Remaining structural braces are ejected from the station, originally designed to stabilize the superstructure during launch, now useless in the vacuum of space. Seen here is one of the brand new science modules attatched to the station. Triburry Kerman, chief medical officer and cryologist, has already begun to conduct tests on the biological samples Azimov has brought. After finally transferring the new crew aboard Foundation, and the old back aboard Azimov, we depart. Foundation now has a six strong crew, 3 more than last, and we have set out what we wanted to do: expand Foundation into a proper outpost. It now is our largest station, has ample supply and fertilizer reserves, can sustain itself for years purely based on its own onboard agroponics, and it has the largest gravity wheel ever built. The station seen here: it is not yet complete at the moment. The last major addition will be completed during Phase III, when we will add an aft fuel storage area, capable of holding 4 Jumbo-64 tanks, equivalent to 80% of Azimov's fuel capacity. However, a major setback rears its ugly head: the deployment of the Gravity wheel was postponed till after Azimov had left, due to the fact that there wasn't enough clearance between Azimov and the gravity wheel when fully deployed. The gravity wheel was designed to be inflatable, allowing it to be deflated during flight, before inflating once in place. This meant that it could be easily launched, but meant that deploying the gravity wheel safely would be a major challenge. However, as an inflatable gravity wheel on a smaller scale had already been tested on Cornerstone, little difficulties were expected. As planned, Foundation chief engineer Vermund, the only qualified engineer onboard the station, planned to inflate the section, the crown jewel of Foundation Station, and containing most of the crew's living quarters. However: disaster struck. The wheel simply would not inflate. An external inspection by Vermund revealed that there was some design flaw in the wheel that meant that the locks meant to hold the gravity wheel in place were stuck, and to deploy the wheel one would have to manually interface on EVA and managing the controls inside. However, given the risks involved, including permanently damaging the wheel or even total loss of atmosphere for the vessel, it was decided that two qualified engineers would be necessary to deploy the module: one more than we had. Despite the program's leaders being furious that Azimov's crew was just there, it couldn't be helped: Azimov was already en route for Kerbin. Fixing the gravity wheel will have to wait for Phase III. Foundation Station as of Year 12 after completion of Phase II Final envisioned design approved year 9 Despite this disappointment, the crew decide to complete their mission as planned. After two 3 minute orbital insertion burns, Azimov finally returns to LKO. It has been away for 45 days. The remaining crew onboard numbers 8: two more than the maximum passenger capacity of the A-19 SSTO. As a result, the A-19 will have to launch twice to recover the crew in stages. This can be done extremely cheaply and easily thanks to its SSTO design. Flown by Pilot Lemnand Kerman, the first launch brings home 5 crewman: our drill specialist Girick, the original Elysium crew, and the original Foundation crew brought by Phase I. The second crew finally departs Azimov only a day after the first crew. Flown by Lomal kerman, the last to leave are Agamin Kerman, Mission Commander of Phase I, and the Azimov Operations crew. The Operations crew spent the last day on Azimov hard at work at putting the station to sleep. After their last few hours in space, Azimov is left alone in space, devoid of crew. It is left in orbit until another mission may call it. Despite being cooped up on Azimov for over a month, the Operations crew still pays tribute to their time on Kerbalkind's first true spaceship. Returning on the second crew is Sherdon, Nelbro, Veteran Bill, and Agamin Kerman. In conclusion, Phase II was just as complicated, if not more so, than Phase I. We expanded our station in Minmus Orbit to the largest station ever built by the Program, we built our first fuel-mining outpost on Minmus' surface, we completed the first spacecraft refueling not on Kerbin in history, and we returned our long-suffering crew of Elysium to Kerbin. We now have an 8 strong contingent of crew left at Minmus, with more on the way. Most importantly, Phase II shows that refueling in space is in fact practical: an important condition for the next phase of the program: Phase III, where we will expand our orbital prescence yet again, establish our largest and first permanent manned facility on Minmus, and solidify the self-sufficency long envisioned by the Program. Then, we can move on to yet greater sights: the stars.
  12. I understand that developers have to work a lot, but just like there are separate software engineering and art departments in development teams there would also be a PR manager, like @Dakota, for instance. It's not like the entire development team is stopping to work on a feature video. That's why all the "they can't communicate! It would take away valuable time from developing!" arguments doesn't hold water. To me it would not be incredibly difficult to hire an ordinary graphic designer/community manager to work on previews biweekly. However, I'm not ignoring the fact that developers oftentimes don't have the resources to actually have one. But for large team backed by a multi million dollar corporation that argument becomes much weaker. To me the communication strategy of the developers is not very good. Half the time things that attempt to build hype actually end up producing backlash, through no fault of their own. Building hype in this instance doesn't work because you first need a large, enthusiastic playerbase with high expectations for it to work. Now we have a dwindling playerbase with only a few hundred players maximum on KSP2, with more bleeding out every day. Generally there are two models for communication: constant, but useless updates (glorified advertisements), or longer-form, specific updates spaced out over a long time. KSP2's model is the worst of both worlds: spaced out and very vague. When you add in no consistent schedule into the mix, said updates spread out across multiple platforms, and various platforms feeling like others are receiving favoritism, you have a very salty playerbase. I can't believe that this is the intended strategy, and I don't blame the devs in any of this: I blame the fact they weren't given enough resources from the beginning.
  13. Phase II: Further Surface Operations Four times the MGL flew to Foundation, each time transferring most of its fuel into Azimov's tanks, with a meager remainder being just enough to return to Citadel to top off its fuel tanks. By the end, Azimov's fuel tanks were at 49.6% capacity. This well satisfied concerns that Azimov would not have enough fuel to complete another round trip. Once it returns for Phase III, we will have a tanker to refuel it properly. However, with just a few days left for Azimov to stay, our mission still is not completed. The final objective of Phase II is to transfer our crew at Elysium Base, left by the last crew in Phase I. The new crew, Isalin and Lobas, take a shot at Citadel base with lander pilot Isapond Kerman. Counterintuitively, our first destination on the way to Elysium is Citadel base. The sole purpose is for us here to refuel the MGL after we used it to refuel Azimov for the final time. One of the most frustrating things about Citadel is its apparent bugginess. I think it's linked to the fact that I had to arrange the landing gear the way I did in order to allow the bottom section of the core. The game must not like how they are not technically attached to the node, they are attached to the lander can and offsetted somewhat so that they appear attached to the core. For some strange reason, if I engaged the USI ground-tethers on the landing legs, the parts would simply explode, or the base would be dragged by the cable as if they're being towed by a truck. The solution is to turn off ground-tethers on the landing gear on both vessels, then dock them together. If you try to re-engage the described problem will occur. This mostly works but then it causes both vessels to jump when timewarp is stopped, causing Citadel to constantly change position. Honestly, I appreciate that USI has the ground-tether feature but it makes more problems than it solves. After a couple hours spent filling up the fuel tanks onboard the Minmus General Lander, Isapond, Isalin, and Lobas set out for Elysium. Elyisum, our original base on Minmus, is designed to be occupy two kerbals for a grueling two year term. It is intended to be shut down after Phase III is completed, after having operated for 4 years. It currently has operated for a year and a half. Acting as our base of operations on Minmus' surface, it has living quarters for two kerbals, enough supplies to last them four years, various sample collection and analyzation experiments, a small science lab, and a rover to explore the nearby areas around the site. It's based in Flat Grande, not far from the very first manned landing on Minmus, Nova-E IV. Even though there is very poor ore content here, it was never intended to be a refinery base like Citadel, it is instead dedicated to analyzing the flats of Minmus: what they are, what they're made of, why they're perfectly smooth, and why they're here. Isalin and Lobas are here to replace our original crew at the site, Rovin and Lemore kerman. The crew stand for a portrait: the largest gathering of kerbals ever on Minmus' surface. Seen here, from left to right, is Lemore, Rovin, Lobas, Isapond and Isalin. Behind is the Wanderer, the first pressurized rover. Both of the new crew are veterans: Isalin was the first kerbal ever to set foot on the Mun, together with the legendary Jebediah Kerman in the Nova-E I mission. The new scientist and part-time geologist, is Lobas Kerman, one of the very few kerbonauts who flew on the original Merlin missions, and a veteran of the first crew onboard Cornerstone. Both were picked for their experience, and Lobas' experience in long-term isolation in a cramped space. Elysium, however, is far more remote than even Cornerstone is. As the crew explore their new surroundings (seen here is Lobas checking out Elysium's famous sky cupola), preparations are being made to transfer Lobas and Rovin onboard the MGL. We'll take the MGL to orbit, and not long after that, bring them back onboard IKS Azimov, and then bring them back to Kerbin for a well-deserved rest. With them goes various samples, equipment, data, and items they collected over their 18 month long stay at Elysium. Before we leave, we'll set up a couple of ground experiments (including a seismometer to monitor seismic activity even long after we abandon Elysium), say our goodbyes, and return to Foundation Station, where we'll finally be ready to leave Minmus and commence our long-awaited return to Kerbin.
  14. I disagree that radio silence is the best approach. It could've worked if the launch wasn't a disaster, and it may have worked in the past when expectations were sky-high, but all that would do now is just make people believe that they aren't communicating because they have nothing to show. So it wouldn't improve the attitude that the devs are incompetent and/or are making no progress or make it go away, it would just make it worse. Also, I do find it somewhat saddening that these days, a lot of defenses of KSP2 are by people who don't play it often, and are some variation of "you were stupid if you expected anything out of EA lol." I mean, if both sides agree that the game was a disaster, what are we arguing about?
  15. Ah, my apologies. I suppose I was mistaken but I think the broad point is still correct. But it also shows that there is another problem: a lot of information that is shared on both discord and the KSP forums just ends up getting buried. Even that nertea follow up, even though I appreciate it, was buried somewhat in the AMA and some could've easily missed it.
×
×
  • Create New...