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Fullmetal Analyst

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Posts posted by Fullmetal Analyst

  1. according to allkeyshop, most resellers already sell the game at ~30€

    [snip]

    question is how thats even possible since the game wasnt even on sale yet lol, they could easily sell it at 40€, are they trying to get rid of a bad investment?

    WARNING:
    resellers wont offer a refund, and steam wont refund games bought on external shops, so if you just want to test the game and be able to refund, you should buy it through steam

  2. 59 minutes ago, Superfluous J said:

    I liked the interview. Better than some of the content from people whom I won't name who were flown to Europe for the pre-release party.

    that interview was weird, if you look closely there wasnt a single minute without something being cut out, i think the original interview was actually 1 hour long and he cut out part of the answers
    this was so distracting i couldnt even really focus on the content because i was always just waiting for when the video makes the next weird jump lol

    all in all the interview felt pretty inorganic, the last one with ShadowZone was way better, i wish nate would do more interviews with actual ksp streamers

  3. 18 minutes ago, LameLefty said:

    There have been updates posted every week since release. I expect we’ll get another one late this week. 

    i dont know what to make of these posts, they contain no useful information except the patch logs, which is something literally every game puts out, because they kinda have to.
    all these posts mostly revolve around nate telling us that the game is being worked on (which should kinda be the obvious thing to do anyways... thx sherlock, i thought you all quit working on ksp2 and moved on to ksp3 or something...)
    the rest is just excuses for why they went EA after all (we all know that you basically had no choice, stop the lies) and the usual meaningless copium nate likes to distribute.

    im beginning to understand why nates preferred audience seem to be kids, since they lack critical thinking and logics, and happily soak up anything he puts out, his latest interview reflects this pretty well, the annoying adult streamers just have too many pesky questions... :retrograde:

  4. Just now, Lyneira said:

    the tools don't give you the precision you need to make that plan a reality.

    it just takes a bit of practice, and you dont have to be on point with your burn, you can just slow down your burn at the end and slowly bring it all the way down

    i agree though, its not a really good system, i would prefer a readout for dV required to finish the burn instead of that inaccurate bar

  5. 6 minutes ago, Tazooka said:

    If I remember correctly they've worked with AAA titles like God of War

    god of war doesnt really have any noteworthy community activity for what i can tell, and it only has like 150 mods on nexus, dont see how that would translate into a huge and diverse community like ksp

    6 minutes ago, Tazooka said:

    Trigger warning? What'd I miss?

    i am agreeing with you in that they could have chosen better questions

  6. 3 hours ago, Lyneira said:

    All of this added together can easily be the difference between getting an encounter with another planet or being way off. There are of course ways to deal with this, but in my experience with a few interplanetary burns (not made with transfer tool), it feels like you always needs a correction burn immediately after, then a mid-course correction correction burn and mid-course correction correction correction burn, etc... And watching your trajectory like a hawk at the end of the burn rather than being able to trust your maneuver's remaining delta-v.

    honestly it sounds like you dont know how to do a proper transfer by adjusting the node, after patch 1 i never had a problem finetuning my closes approach on the first burn
    could it be that you have been using mechjeb a lot in ksp1?

  7. 1 hour ago, Tazooka said:

    community managers have gone quiet since the first patch and the communication has got worse

    i can only agree with this, the community managers seem to have no idea what they are doing, im starting to think they are just random dudes with no actual background or experience in community management, aside from maybe "managing" (banning everyone who speaks up) some small discord communities :retrograde::retrograde::retrograde:

    so far i have not seen a single poll or anything from them, all they really did recently was gathering some AMA questions, and they actually didnt even forward the most  interesting questions

  8. the game basically already supports life support:

    you can abstract the fuel consumption from engines into food consumption on kerbals
    you can abstract fuel storage into food storage or whatever u believe kerbals need to survive

    happy modding everyone.

  9. 18 hours ago, Alexoff said:

    He gave an interview to a dude with 75 subscribers. I have over a thousand subs, can Nate interview me?

    [snip]

    18 hours ago, Jarin said:

    But how is it supposed to work when nobody knows it happened? Finding it accidentally through a *like* on twitter? How many people even look at that?

    maybe thats the whole point behind this

  10. 6 minutes ago, shdwlrd said:

    Come to think of it, maybe the scaling for trajectory points wasn't designed for zooming in that close.

    i would assume it was, since they added new burn markers to trajectories for where you need to drop a stage, and to see them you have to zoom in pretty close

  11. 43 minutes ago, Superfluous J said:

    I don't know a number but it's a LOT, especially early game (pre-Minmus landing). You're not going to unlock mk3 plane parts but it can easily be the difference between whether or not you use the next tier of engines, fuel tanks, and science parts.

    idk, personally i have never done a lot of science on kerbin, just the basic stuff u can get in orbit + launchpad was usually enough to unlock parts the bring u to mun and minmus with ease

    i mostly did kerbin science when i was missing just a few points for the next upgrade

  12. 3 hours ago, Dakota said:

    People will have separate timelines and then there will be a reconciliation phase when the players interact with each other.

    good job, you chose the worst possible scenario...

     

    3 hours ago, Dakota said:

    For the team: heavy technical stuff. Adapting architecture to interstellar scale, accelerating trajectories, multiplayer. These make almost everything hard to implement, but we're making progress!

    i wonder what this means for modders

     

    3 hours ago, Dakota said:

    One unexpected thing is that sometimes we hard focus on one feature/fix that is low priority for the community.

    what a glorious idea.

     

    3 hours ago, Dakota said:

    Especially when it's kids.

    i think ure a bit too obsessed with bringing rocket science to kids

     

    4 hours ago, Dakota said:

    We don't want people to be able to gather huge amounts of science around the KSC.

    i wasnt aware that this was the case in KSP1

     

    4 hours ago, Dakota said:

    Yes, that's the plan. Cockpits were made with IVAs in mind. Don't know timing yet.

    i hope this gets put at the very end of the roadmap, right before tutorials for kidz

     

    4 hours ago, Dakota said:

    Some models actually need those insane polygon counts, like the IVA cockpits.

    will there be an option to just disable the IVA part in order to save performance? (IVA will probably be a completely useless feature for most people, like in ksp1)

  13. 11 hours ago, RocketRockington said:

    everything I hear from people who reviewed the code is that its KSP1 in most regards, nothing rethought to allow for higher part counts.  Some things authored a little cleaner perhaps, but if anything that also means slower and less ready to be optimized.  And the core issues that played high-part-count KSP1 craft are all still present + new performance issues that KSP2 has added.

    bruh, this sounds like the game is a total scam...

     

    1 hour ago, regex said:

    Were 1000 part ships ever an actual thing that was promised?

    they actually promised multi-thousand part ships

     

    57 minutes ago, The Aziz said:

    Note that these were shown as development footage, it wasn't just cinematic trailer. And the framerate wasn't slideshowy

    this is likely just the parts rendered without any planets or other stuff, which is never going to happen when actually playing the game

     

    1 hour ago, regex said:

    Why would you need 1000 parts on a single vessel?

    it starts to become a problem when you are docking lots of smaller ships to a station, bring tons of satellites etc. for large scale missions

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