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Stephensan

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Everything posted by Stephensan

  1. i think another thing that just sticks out like a sore thumb is the price, besides the amount of content/work that has been done to ksp 2. an eye watering 50 dollars is just blatantly to much money for it is, its should have started at 20 dollars and each major update that did significant change to the game another 10 should been added until 60 USD, so even if a few are only 5 dollar increases that's fine.. i just yesterday checked almost ALL steam reviews possible and i find a very common thing of players playing for 3-6 hours and then negative reviews... the 50 dollars and knowing that your money is just "gone" is exceptionally well sometimes frustrating and there is actually very few positive votes that aren't actually satire.. and guess what, most of these users are out of the steam refund window and that money is gone. and the positive reviews pretty much disappear after 20 hours of playing besides the absolute loyalist.. The majority of ALL positive posts that aren't satire is giving them a like due to them wanting to "wait to see how it turns out" and not the actual gameplay they had they mostly brushed all the issues off as if this early access is meant to be this broken after all these years. i honestly think the positive to negative is out of 100 users 93 users hate the game as it stands with what i could come up with when testing and only 7 true users enjoyed the experience as it stands.. the amount of steam reviews i read was rather insane and even i feel what the community is like with this game if i never knew what the game was before.
  2. oh that is easy no need read my fog-headed brain (sleepy meds) less communications, longer updates month not weeks, still nothing for content so we are still talking about the same issues, and I feel there is a large disconnect growing from users and the team, communication feels jaded, and we don't get news like we were on the team seeing the game grow.... The hours i have played was serviceable as a tech demo but it still feels like we are in technical alpha/beta...
  3. i have made about 60 saves. i get to many machines. i start a new one.. now i got to many saves, i move all my old saves into a folder and now no issues with it (I'm in unbearable pain) just checked now each one has about 10-15 machines in it i have 67 saves, (generalized i looked at 20 of them and that's about avg) each one has about 4 machine in "the world" before to few fps... so 670 machines i have built, i would say an easy 70 of these machines are Copy and Paste due to the fps limitations, and about 40 machines in total that are in the game that you can click on..
  4. my steam update of my review reflects this well.
  5. also i updated my steam review as of 235 hours played.
  6. tbh this is one of the larger discussions besides the same ranting of the same thing.. they said it be better compared to ksp 1, but by what, how, when... we will know when it is close.. so if its wrong the players are gone.
  7. i think this is part of the terrian stuff for planets having an issue. this is them literally talking about it right here. Something about floating point, and unity artifacting.. so i think its quite known as a bug, but don't know if they know it. Stair stepping terrian was an issue that they had to fix in the "local space planet" where the height map resolution when you expand it out and project it on a sphere the resolution cause the artificating.. something like that.. they use bilinear filtering and gaussian blur blending... for anyone that is intrested.
  8. if they make it 2.5 weeks, it "isn't" really lying... then again, that isn't working aswell due to finding major bug issues last second and delaying it... just like anything else recently. they probably did............. for the entire experience once the game is out of the 0.X mode it is better but that is still like counting your chickens before the eggs hatch. A. not really then again, there is some pretty (bluntly) stupid things i dislike about the UI experience that hinders everyone... Things like Part Manager and the part builder not being able to be hidden while taking like 20-30 % of your useable screen on the left side. B. The UI is, decent, but the major issue is if you have low frame rates (as most of us deal with) things that are suppose to be a visual aid saying "you are speed up/ you are climbing" the time frames between them doesn't make a smooth coherent translation of showing anything visual... i would say that it could work once we are having 60+ fps, but anything lower the UI that they really care about starts to break apart.. its really once again stretching the overall boundaries of the truth for the first one and the second one just a simple, game needs to get done before the answer is correct.
  9. i mean i got to ask then, what video was they going to show last Friday then, then it got delayed?? because at this point it sounds like there was no video that we knew that was coming that was going to be the video. (if that doesn't make sense i took my sleepy meds it hits like the "fog")
  10. they still can say that there was heavy fps loss on certain computer configs and they don't know the extent of performance loss and machines effected.. instead of delaying it and saying nothing until the date of release. then by 22nd they could do more detailed of 15-20% performance loss and that amount of fps loss in unacceptable and that is the reason they delayed it.
  11. Also Additional Infomation. I would have loved to hear this on the day of the delay even just "Heavy loss of framerate on different PC configs, don't know the amount". also from discord..
  12. do we even know the entire composition of every single planet that has atmospheres? like non fan made in a way? cause who knows what funky stuff we are going to see.. also i think the purple is either going to be jool or glomo... i just have a strange feeling that we aren't going to see that color of vibrant purple unless we go far somewhere or somewhere we "are not suppose to be" imma ask discord after i send this but i doubt i get anything.
  13. As of 8/15/23 on steam only related users Avg was 3200~ or so player was constantly on, and after the release of KSP 2 went to on avg went to 2,627.... peaks are lower, avg playing is lower, growth is lower, KSP Reddit activity is slower etc... i can infer that based on what i have seen by my own eyes it has effected ksp 1 playerbase.. so an overall net loss of steam users either going modded or leaving the game of 573.. this can be people going to modding, stop playing the game, people switching to ksp 2 etc. ksp 2 on the other hand avgs has been steadily decreasing since June or just generally going steady flat on active users playing. Jun 22 due to an update (interesting) was the highest Steam recorded record since the release of the game since April 30th of 759 players peaks... and lows of under 100's in the ultra low 90's is rare but ultra low 100's lows is very common now.. we can only assume its the same way for other platforms based on this little bit of information. we can assume with steam users only that we can see a peak of once again of additional 450 players on the peak scale, and if on other platforms it will be the same with an increase. however it seems that there is far more players talking about ksp 2 than actual users overall playing, in general, the userbase is hopeful to see what is in store for the entire of August 22nd update but the userbase is starting to lean of "where science update/where re-entry effect-heating effects" now that most all major issues besides the wobbliness has been addressing in some way or another. don't care about peoples argument "it doesn't show the entire use base" if anyone brings that up... Just showing what steam as of right now, my thoughts of whats going on, and showing how much ksp 1 has been effected since ksp 2 release.
  14. im still going to say, i still think my idea is quite well and a good idea. Investigating short-term and long-term solutions
  15. i know it isn't really worth asking is there any more concepts for more air-breathing engines like the J-90 smaller or larger is there gear that is going to be angled from the fuselage not straight up and down and finally more tires/wheels in the concept stage, or even remotely thought of... from idea to implementation there has to be concepts, and due to you being a concept designer just wondering if that has even been remotely looked at etc.. I love building air breathing planes/cars but the limited amount of wheels and non-angled from fuselage tires makes it difficult to build moderately good. I'm interested in the heating but i think in detail explanation of heating effects/visuals and how will it work, in a separate post will be much more beneficial compared to little bits of leaks.
  16. Deff going use this if it isn't in science mode.. the 2000 part+ build has showed me how important this feature is...
  17. cars don't just "get" 75% capacity of performance when its completely overheated, it shuts down, and for older cars, well... self implode.. most everything won't work like that. there is some that can Run hotter and with less performance. Shuts down when too hot. It damages itself when to hot. Complete total failure when too hot. not everything can run on the "less performance".. I wouldn't mind having it go well pass its heat limit for a short period of time and warn the player but if everything would work on less performance it would be way too bland if everything worked like that, and just honestly sounds like poor base management.. for even someone that doesn't do those ""build" a city" type games hearing something as simple as this example "just don't give water in these sections to save money" just sounds like a bad idea from the start.. Everything has a purpose 99% of the time, and most everything isn't universal. and all of it is depending on the tech, what it is etc.
  18. Location (OFC) close to a sun, near hot stuff like molten lava/motlen planet resource refinement resource production resource gathering it being "existent" in general active/kerbals living there all of those have and can produce a lot of heat and even with just nothing but a colony a hot area/planet surface/location keeping it "cool" requires a lot of power/excess heat build up to keep the place cold/liveable for the kerbals. things don't exist without heat or cold in space, in a vacume you need be able cool off stuff or warm up stuff for that matter. stuff that produces alot of energy in space need a way to cool down. heck even solar panels need to be cooled so large volume of them could create localized heat pockets on builds.if they are insane enough ofc. just a quick example. on moho Daytime heat of 300* C For me it would make sense to need cooling in the most basic of buildings. etc, and vise versa.. Finding Geothermal areas to get heat from or heck even power.. management of heat is necessary to know depending on the amount of detail/work they are willing to put in.
  19. i mean subjectively that's one of the main reasons to get ksp 2 compared to ksp 1.. if not one of the most important differences between ksp 1 and 2, having a new layer of control where instead of money, there is resources to deal with.. being able to control how you want YOUR colony to grow with modular parts and making unique colonies in different areas on planets making it one of a kind is the same factor as building rocket ships and space ships, it expands and helps the game progression due to playing with technology that simply doesn't really "exist" in real life yet. and if not, just less resources/your choice. having better ingame resource management gives off more missions, more rockets, more fun for the people that want the extra bit of difficulty, and if not well fewer resources etc. then again we are talking about mechanics that simply don't exist in the public view yet, and we still don't know how we will deal with resources and colonies just yet, we only know we are getting them, and some models. we knew from the get go there will be SOME player involvement in creating colonies, resource spaceship lines, etc, it only makes sense that there is some depth in the involvement of how, and how much a player needs to be inputting.. We aren't making a mobile game when we "make" a new building it just requires a click to upgrade that creates a "dry game" or a game that lacks uniqueness or depth.. there is planning, resource management, and, in the case of here "taking care of the small things" in some order or fashion, and again if you don't want to do that it is just less resources overall. but that is when it finally arrives, we are still in the bug fixing stage, and from what i can infer from reading not even close to 0.2 or science mode
  20. you ain't even sat down you are on one of those hocky pucks that have a Bluetooth timer/alarm thing. (the place is empty)
  21. hope we can do long distance systems with "pump boosters" stations etc for cooling that is FAR away. i wonder if there will be power lines, either just the big fat ones that "scurry" on the ground or like a traditional ones that are lifted in the air? i hope its both, both is cool
  22. i mean we DID get higher ISP metholox engines and AIRBRAKES.. but in most people eyes its rather mute and should have been in day one.
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