Jump to content

Scarecrow71

Members
  • Posts

    2,082
  • Joined

  • Last visited

Posts posted by Scarecrow71

  1. What irks me is that they say "We'll give you information next week", but then they wait until the very last minute to drop it.  Why can't "next week" mean "Tuesday(ish) in the middle of the day so we can answer questions you may have"?  Why does it always have to be late Friday (or, as The Aziz pointed out, Saturday for those not in America)?

  2. 18 minutes ago, Stephensan said:

    all of this information needs to be fully working, in a game playable state for tons of different hardware and different playstyles, and not in a EA testing build with teens of fps for 18 parts.

    And yet, what we have is an EA testing build with teens of FPS.  I have mid-range hardware and can't crack 15 FPS on anything greater than 75 parts.  I don't even hit 20 FPS until I'm under 40.  So all those performance enhancements the team has made may have impacted high-end gear, but not mid-range.  And we shouldn't be expected to drop $500 on a new video card to play this game.  My card is just over 2 years old at this point, and functions just fine on every other game I own.

    So fully working?  I can't see how it is.

  3. 33 minutes ago, Stephensan said:
    • yes they are working on colonies so they are still following the roadmap
    • underway working on colonies most likely working out optimizations on part count, and placement on other planets and seeing how it behaves
    • there is 2-3 killer bugs right now, revert save death wobble/save rot issue, part performance issues, and finally planting flags breaking the game

    there is ofc a lot more bugs, but even i can answer these questions. more realistic questions that they could sink there teeth into is

     

    • With colony progression underway, what is an issue that is taking the most time, performance-related, or coding the parts in, coding the core parts or is it bug fixing?
    • With the long duration between the first bug patch of 0.2.0 to 0.2.1 are you able to give us feedback on a estimation of bugs that will be fixed in the next upcoming bug update?
    • With knowing that things such as HDRP, or developer such as blackrack is there any new information you can give us on either or has blackrack been working for colonies?

    these are questions that directly gives us answers, still allows them freedom of not giving us time frames, gives them estimiations so it isn't fully clear, while also not letting even a user like me knowing the answers.

    and it can be as simple as the answers

    • as of right now core parts coding is taking the longest, there is a lot of parts that we need make sure work fully and verify through internal builds.
    • so far we have about 20-25 bugs fixed and 3 bugs that was on the hit list on KERB that finally was completed since last KERB update.
    • HDRP is still in stages of being worked on we have tested it in a couple cycles but we are still not happy with how it is performing and will take longer, and blackrack has been working on making the reentry effects better with the colors based off of atmosphere composition and the moon/planet occlusion, due to the more recent solar ecplise it will take a while for us to have a viable product for testing before we can move forward with it and give more infomation..

     

    its a matter of knowing and gathering information that still allows CM's to not give time frames but still giving us information in short statements, just like colonies, there is a A LOT of information we actually already got for information, its more so being able to find it

     

    don't worry we will know something hopefully next week

     

    One thing I keep asking and never getting an answer to is "Why are you still Researching a bug that's been around since launch".  What exactly are they researching, and why haven't they been able to nail down the cause?  Are they waiting for more information, or are they simply not working it because they feel it may break with Colonies?

    This applies to the dV calculator, maneuver nodes, orbital lines disappearing, docking ports not functioning properly, and others.  I'm not even asking for what the fix is, or what the timeline is.  I simply want to know how something can be around for more than a year and the team is still researching the cause.

  4. 6 minutes ago, Flush Foot said:

    repeat precision landings

    Not to get too far off track, but this is a serious issue that the developers need to take into account with Colonies.  I've got >1000 hours in KSP1, and a couple hundred in KSP2.  And I still cannot land accurately on my own, nor can I do so with the right speed (or lack thereof, as it were).  Automated landings have to be a thing or colonies won't be very good for the majority of players that the company is trying to attract.

  5. I think my issue with the story is that it just goes too fast.  You launch a rocket, you get into space, you spend time on Mun and Minmus...now go to Duna, and follow that up by going to Tylo.  And you're done.  Too quick.  For something called "Exploration Mode", there isn't enough focus on actually exploring the solar system.  Heck, these monuments just appear out of nowhere without having to even go there first to find that something is amiss.

    I was hoping that there would be some changes to the story when we got colonies.  Like maybe "set up a colony near the monument in Duna and do some science to see if it gives anything or any reason for it being there".  Maybe they are all connected via some kind of signal, and you have to send colonists to all locations for reasons.  But I guess that won't happen.

    What's really sad is that, if there truly are no changes to the story missions, there may be no reason for me to play until Interstellar drops.

  6. 24 minutes ago, Nerdy_Mike said:

    I wanted to hop in here to say that most of the stuff the players are asking for will be addressed soon. Now I know in the past soon has been treated as a "sure three months" but this time I am working as fast as I can with team to get the asks you all have addressed. 

    I know the speed is not what is being asked, but next week we will have some news to share with more to come in the following weeks. We don't want everyone to get tiny bits of information and we're working to deliver more as quick as possible.

    On that note I just ask to be patient just a little while longer. 

    Trying to tell myself to stay positive and patient.  Isn't working, but I am trying.

    I do not envy you or Dakota.  You guys really are in a hard spot right now.  And we do thank you for the work you are doing.   

  7. On 4/16/2024 at 1:09 AM, cocoscacao said:

    Radial heat shield

    Something like KSP 1 static radiators, but with ablator. Heatshields always come on places where I need docking ports, parachutes... Maybe it's my lack of imagination, but I wish to design a rocket that can withstand entry heating on its side.

    I'd actually like to see square heat shields that could be fitted onto the square structural panels.  Or even curved ones that can be fitted onto the fuselage (like you are mentioning above) so spaceplanes have actual heat shields like the space shuttle.

  8. 4 minutes ago, Fizzlebop Smith said:

    If indeed colonies will contain hundreds of actual kerbals

    So, I'd like to discuss this particular point for a minute.  I don't think I was verbose enough (or was too obtuse to begin with), and didn't explain what I meant well enough.  I'm not talking about a full complement of Kerbals at a colony in the hundreds of actual bodies.  I'm talking more along the lines of "You want to build a colony here, you need at least 1 Engineer present", followed by "Ok, now you have a colony with x number of residents, but in order to do research you have to station at least 1 Scientist here".  The actual number of residents can be fully abstracted by a number, but I was thinking you'd need to station specific Kerbals at the colony for it to perform specific tasks.  Kind of like the KSC in KSP1, where you have to hire pilots and scientists, but you don't need to hire the desk jockeys at Administration or computer nerds to watch monitors at the Tracking Station.

    Or perhaps, instead of having to station specific Kerbals, maybe you have to use sliders like in the old Civilization games to say "Out of the 400 residents at the colony, x percentage of them are focused on science, while another y percentage are focused on expansion".  Again, an abstraction of the actual numbers without having to go into micro-management?

  9. 34 minutes ago, steveman0 said:

    Am I mistaken in recalling that you were a software developer of some sort? Surely a software developer would recognize the substantial difference in the technical complexity of these two games. From the looks of it, it looks to be a fairly simplistic simulation compared to everything that KSP2 has to account for. I'm not seeing how the scope of these projects can be remotely compared.

    I am software developer.  Or, rather, an automation specialist, responsible for inbound and outbound file loads/generation to/from various internal and external entities.  So yes, I fully understand the complexity of KSP2 to Kithack.  The biggest difference is in the orbital mechanics involved in KSP2; Kithack doesn't have to worry about that...yet (there are rumors of taking some of the model rockets and getting them out of the upper atmosphere, but I don't think they are even close to that yet).  However, you still have the issue of physics, and all the math that comes with that, when you are talking about what is effectively a digital Lego set to put craft together.  And while KSP2 focuses almost entirely on engine-driven rockets and planes, Kithack deals with rockets, planes, cars, motorcycles, boats, and gliders.  All with and without engines.  I'm not saying one is better or more complex than the other, just that neither one really has the same scope as the other.

    Now, if you want to break down what I'm really talking about, let's do that.  Felipe - who was the original author of KSP1, and who coded and released multiple versions in its history during his free time and without really being paid - has put together, once again, a game from scratch where no other space really existed before, and he's doing it with a very small team and very little funding.  KSP2, on the other hand, has a full team of developers, and is backed by one of the largest corporate gaming studios.  So my question, really, is "Why is Felipe able to get code done by himself faster than a full team is capable of".  And, to expand on that, why is he able to do so in a space that didn't really exist when the team at KSP2 has the original on-hand for inspiration but they can't seem to even get beyond the dV or maneuver node bugs?  I mean, they have the original in-house.  They have the first game to go off of.  They have everything sitting right there, but for some reason are refusing to use the old code to help them along.

    Let's take this a step further, shall we?  Kithack is already providing mod support, while KSP2 is not really doing so.  Even though we were told it would, it isn't anywhere near being able to provide that support.  Kithack has a mission/scenario editor built in, while KSP2 has a very strict set of story-driven missions that we have been told on Discord recently won't change even with colonies.  Kithack has full controller support, while KSP2 doesn't and has no plans to enable that any time in the near future.  I would love to discuss multiplayer, but I have to admit that multiplayer in KSP2 is going to be very tricky due to time warp, which Kithack doesn't have.

    So why does KSP2 get a free pass here?  Why is it that on some of the less technical pieces Felipe is able to implement stuff that the developers at KSP2 simply cannot?  How is it that a singular developer can come to early access with a game far more polished by himself in a space that doesn't really exist, but a fully backed developer studio with a budget of millions can't even get out of their own way long enough to deal with bugs that have been around since launch 14 freaking months ago?  The studio is filled with really smart people - Nertea and Blackrack at a minimum come to mind.  How is it that they simply can't seem to do with historical code that Felipe can do without having any code at all to rely on?

×
×
  • Create New...