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mc04

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  1. love ksp2! best game ever. really cool how the have eclipses, a feature no other game ever has had.
  2. the No Man's Sky comparisons have always been funny to me because that actually took a lot of original technical work, (vs reimplementing an existing game) and they came out with the first big update within a few months of release. (and iirc one or two more within the first year.) edit: the community has no responsibility to artificially hype up something that doesn't deserve it. pretending that problems don't exist will not magically make them go away. every active user on these forums could effusively praise every single official communication and it would still do absolutely zero to change the reasons why people aren't playing or buying the game.
  3. I've seen this claim numerous times, but never a hint of an actual source or even credible rumour that somehow lost a significant amount of work. as far as I can tell this was invented after the fact as an excuse for the state of the game. as for ongoing work, discussions of that always seem to center around fixing bugs/adding features/"optimization" and little to nothing about what they might do to mitigate the consequences of the choice to replicate ksp1's physics system and the limitations it imposes. given the response to the flaccid noodle rockets and the general trend of simplifying/cutting anything viewed as complex or problematic, idk if they even plan to do anything about it. especially since real fixes would likely mean rebuilding large parts of the simulation.
  4. they had six+ years to do 'core engineering work' and came out with a sim that at best functions about the same as the original. it is what it is at this point. if they really wanted to bring it to a wider audience they would've done far better as an expansion or remaster.
  5. NDAs have nothing to do with official communications. Yes, they are presumably not allowed to randomly share whatever they're working on. But that doesn't stop a dev from seeking approval to share something, or from people in charge/whoever's running PR from getting WIP material from them to share.
  6. I'm having an issue with input lag using this mod when assigning a button on my xbox controller to use rcs. controlling rcs with axes works as expected, and everything else responds instantaneously to button presses, but the rcs will lag for 1/2-1 second, stutter on and off, then fire. will roll/pitch/yaw, the reaction wheels respond immediately to button presses and turn the craft before rcs fires.
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