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Pickelhaube808

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Posts posted by Pickelhaube808

  1. 3 hours ago, regex said:

    The terrain generation as well. That alone... I've been really impressed by the amount of work already gone into this game.

    The interesting thing is seeing what parts of the game have more or less polish at this stage. Wonder why KSP2 takes up roughly 10x the storage as KSP1? From a cursory glance, it seemed to be heavily weighted towards textures for the various maps needed to generate the planets' surfaces. They are indeed impressive, especially viewed side by side with KSP1. We will never know the answer to this, but based on what aspects are more fleshed out than others, it feels like the creative side had more time, budget, or overall employees working on those parts. And that is not a slight to anyone, I like how it is beginning to look.

    2 hours ago, Monger said:

    That is a really common misconception. Cranking out mockups that look like the real thing is suprisingly simple. But it is also less than 1% than the desired final state. Often more like 0%, because you often toss away your prototype and start from scratch once you understand the lessons learned from your prototype. 

    I would say that they took their original assets and built a simple scene around it and rendered, but based on some of the choppy framerates seen in some of the promotional footage from the last few years, I speculate there was at least some sort of base game housing the scenes. Otherwise, why not publish a smoothly rendered scene?

     

    I haven't watched any in a little while, but I will definitely reply to this thread later after analyzing the footage that is out there.

  2. 2 hours ago, MARL_Mk1 said:

    Which feedback/bug system did you mainly use for those? I'm currently sending them via the launcher, but the launcher only says "You can close the window now" so I don't know if they're being sent properly lol

    Directly emailed the support email from the site and titled it "(current build number for KSP2) Bugs + Feedback"

     

    Included in the email was screenshots of every bug I found and an explanation of what and how it happened, along with some positive feedback thrown in for the things that work.

  3. 6 minutes ago, RocketRockington said:

    Yeah there was a bit there with 1.4 and 1.5 where things were iffy with Squad, but I like where they headed after 1.6 and beyond.  Breaking ground was a good expansion, and they reversed course on a lot of old decisions like not providing dV information.

    Was about that time when I made sure to back up my mostly-complete archive of versions up to that point as the (then new) TOS change had entirely shut down any sort of legal distribution of even free versions. Glad I did that as it must be impossible to do nowadays without a time machine. Sadly most of what I have before 0.7.3 are just screenshots... 0% chance any new content is coming from that era again.

  4. 8 minutes ago, RocketRockington said:

    ... like the limited information we got about the star theory breakup.  But that was a juicy story, vs this just being another dime a dozen botched launch.

    I will be honest - I am so diehard Squad that I have been out of touch with stuff that happened after about 1.3.1. Played since 0.17 and never moved on to 1.4 and beyond due to just not liking where the game was headed.

    I think it is all coming back to me now that you mentioned this- I had completely forgotten all of the drama that happened after Squad had left the picture. Now this is all starting to make sense. Thank you.

  5. This thread is not the place for mean-spirited or baseless accusations towards the team currently behind KSP2, but if you're like me, you are curious as to what has happened for the last four years in regards to KSP2's development.

    Instead, this thread is aimed at trying to work out what could have logically transpired during that time (in addition to the obvious factors such as COVID) which extended the time-to-release from the projected 6 months to over 3 1/2 years.

     

    Since we may never get an answer from someone on the inside due to PR, the curious among us may have to try to establish some sort of timeline using the data and hints we can find.

     

    Here's a few of my thoughts and questions on what could have happened:

    • Much of the planning must have had to been done before the announcement back in August of 2019. A game isn't just announced without knowing what it will be, and then scheduled to be released 6 months later. Therefore, the entire team couldn'tve just been planning for the last 3.5 years.
    • The first public build of KSP2 is very primitive and appears to contain many things that were pulled and quickly touched up/altered from the original game (should the files be looked into). There is no way that this build was started in 2019, 2020, or 2021. I speculate that this first public build was cobbled together within the last six months, based on the obvious bugs released on day one that could be found and fixed had the devs and playtesters had more time. If the code for KSP2 was in active development since the very initial announcement, I have a feeling things like inferior PQS terrain (no cave support, among other downsides) would be a thing of the past. Also, this is not definitive evidence of anything, but the first build upload for the game shown in SteamDB happened about 6 months ago :sticktongue:
    • Was there an initial build that was trashed in late 2019? Was it built directly from KSP1 or did it start from the ground up?
    • The reason KSP2 released like it did is almost certainly not the sole fault of the developers. Look what a tiny team with a limited budget did back in 2011 for KSP1, and in only a matter of a few months. This whole nested conglomerate is much more massive than Squad ever was, and a bigger company with more departments will cause everything to slow down drastically after a critical size. There are obviously parts of the companies and business deals that made it take this long. I mean... it's T2.
    • Pressure was almost certainly exerted on the dev team to get this out by a certain deadline. They must have known how it was going to go and hunkered down by release day. If they got to choose when to release the first build, it would've certainly been at a later date with most of the current gamebreaking bugs fixed. No developer of any kind WANTS to release a bad product and then face harsh criticism for it.

     

    These are some of my late night ramblings I've had on my mind since the day it released and I played it for the first time (I made sure not to watch any videos or read anything about it beforehand as I wanted to go in and form my own opinions). I am neither a game development expert nor an expert in business, so I am definitely interested in insights others may have about this.

  6. I am so far impressed to see that I got an emailed response back from a real person after submitting bugs and feedback in and seeing many of those end up on this upcoming changelog. I was most likely not the sole discoverer for any single bug in particular, but it is still a nice feeling. It is also impressive to see an email from a real person when I surmise that everyone over there is running around with their hair on fire and taking flak from all sides...

     

  7. Forgot to mention that I started playing back in 0.20 when I had a excrementsty laptop that could barely handle it. I've known about the forums for years but haven't really had any interest in using them until now.

     

     

     

     

     

     

    Recently started downloading all of the older versions I can... Here's 0.13.3 - 

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