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RaccoonRonin

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  1. I mean yeah that is great, but to me that does smack a bit of letting modders sort out the weeds first to some degree. The less cynical side of me would still like to point out that, unless I missed something, most of the most prominent KSP modders are holding off on modding KSP 2 until the official modloader is released, which, again, unless I missed something, still isn't out so modders aren't really getting to "dig deeply" if you ask me. Not yet anyway. To be fair, of the things they listed, the music is the only thing I haven't encountered an issue/bug with. I think, might not have noticed a music related bug. Especially while trying to swat the other 10 out of my face. Have you had the "I had to reload my save with an active craft with procedural wings only to find that they were crumpled like an old paper out of a notepad and so you have to start from launch again only to find the same issue?" yet? I love that one.
  2. But rule 5 doesn't state that. It states that if you have an issue such as that in your EA build, you need to communicate that clearly and concisely everywhere you talk about your game. So one could argue that since Intercept might have known that, and they certainly didn't communicate it anywhere that I'm aware of, it could be a consideration for counting as unplayable. Just not so sure where you got the idea that it implicitly stated that the game save issue isn't an unplayable qualifier, especially considering no one knew about it until release, though the devs might have.
  3. To be perfectly fair here, I think it's important to note that to the public's knowledge before release due to the communication about the game we received at the time, it was unclear just how incomplete said product really was. Especially considering it's not really lack of content or features that we're missing here but a solid foundation of a game to actually be able to do the play part of the playtesting to do our part in early access. A lot of people I've read and heard from are saying they've been presented with bugs and straight up broken elements that prevent them from doing much more than making model rockets and planes, myself included. So while, yes, you should know what you're getting into with an EA game, I think it would have been far less of an outrage so to speak if the devs were (able to be) clear in their communication about the state of the game. You couple that with the asking price which is something like 80-90% the cost of a full release game, and people, in my opinion have a right to prod and complain about it. I don't think it's fair to call someone that's engaging in dialogue that's progressive, however critical, impatient for buying an early access game that many of us here, regardless of stance on the game also bought. Again I feel compelled to ask you, why you think the devs are touching that candle in the first place? You seem to be somewhat suggesting the idea that the devs touched the "candle" and now don't want to do it again, but what or who might have made them do it to begin with? And since this is so common in the industry, why aren't more dev's "avoiding the candle"? Also I'd like to ask what about this launch, other than the state of it, suggests rushing to you? If I'm not wrong it was delayed 3 times, and I definitely could be wrong here, but wasn't it originally not planned for early access as well? To me that sounds like postponing, not rushing.
  4. If I still have it. I tried doing a new save and to be honest the new save and load system is a bit more confusing to me than I'd like to admit, so it might have gotten deleted. Along with not being super willing to deal with the game as it is right now. Feel free to message me a reminder later on though and I can see if I can shoot you at least a ship I feel should work that doesn't and you can tell me whatcha get.
  5. I've personally tried making a much smaller version of the Mun rocket I made with stability in mind, and without at least a set of struts connecting one of the stages, and using the trick of editing the physics.settings.json file to increase joint rigidity the craft is still way more wobbly than it has any right to be, intentional or otherwise. Even with said fixes I've still had it completely fling itself apart simple pitching downrange for a gravity turn at 10km, and even higher. Beyond that, separating stages sometimes leaves my camera somewhere between the two separated stages and I can't find a way to refocus. That last bug is what made me put it on the shelf until an update or two come out. I could design around the Kraken and noodle rockets if I have to to have some fun and check out the game but the camera drifting (eventually) Kms away from my craft literally breaks any progression I could have. When these things don't happen (rarely) or somehow don't end up ruining my craft or mission, it can be really fun and excites me for the future of the game. But as it stands it's almost too buggy to enjoy what little is there feature wise. Still have hope it'll get better, but I feel the need to stress to people that aren't experiencing the same thing that it is an issue. Even without autostrut nothing made out of the materials we're supposedly working with when building these rockets would behave like that. Noodle rockets are simply not flight worthy.
  6. Yeah I've been wondering a similar thing, like how could user experience vary so much on game parameters? Like performance makes sense, but like different chipsets producing different gameplay experiences is new to me. Maybe a dev can shed light on why this might be the case or something similar.
  7. I don't know, I don't understand how the struts issue could be so varied. My buddy and I are both experiencing craft stability issues and I've seen it all over the internet but there are tons of people like you who seem to be having almost no issues of the like at all. I don't understand how the bugs aren't at least a little bit more uniform, especially when they're so integral to gameplay and not performance.
  8. Yeah this is BS. The game as it is requires you to use copious amounts of struts without autostrut or some similar system in place. Almost every part when placed onto another part flops around like a fish, and even when strutted up, it still flops. The worst is boosters attached radially, they flop when you load the craft in, and pretty much fling into your rocket when they're activated. So I tried making a similar rocket without boosters, and wouldn't you know, as soon as I did my gravity turn the thing just disassembles itself. I assure you, this is not a case of needing to have patience, and learn. I know how this works, I'm more or less a veteran of the first game. I wonder if people being dismissive of this issue like this are the reason it's not being addressed in this blog post, because that has been mine and many other people's single biggest complaint about why this game is unplayable in its current state.
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