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bwheatley

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Posts posted by bwheatley

  1. On 3/10/2023 at 7:21 PM, RaBDawG said:

    I'm genuinely curious, Nate.  How did the Team play this game and think:

    1. It was ready for EA. 

    2.  It should carry a $50 price tag.

    A honest letter to fans just cutting through the BS and laying out exactly what happened, why we are dealing with this unacceptable, by any studios standards, launch.  And how the Team is going to change to adapt and move forward would go a long way.   

    You don't understand EA, it is in a better state then ksp 1 on EA launch, and it's ok if the price is too much for you. As a day 1 ksp 1 player it was the best value of a few bucks i ever spent, $50 is easy.  Unfortunately you or I don't have a "right" to know the sausage. Tell me you don't understand Early Access w/o telling me you don't understand Early Access. 

    On 3/10/2023 at 10:32 PM, eagleswing12 said:

    Seriously - this is a genuine question-

    why was this build approved for early access? It was broken, buggy, and borderline unplayable on ALL hardware. How did the team think this was worth of release, let alone a 50$ price tag? I genuinely hope either the price decreases or the quality significantly increases. I can feel the love that has been added, but- keeping the same physics engine as KSP 1?? how do you possibly expect to have performance improvements if it’s on the same engine! Seriously- how was this game released?

    Let me hook you up with the definition of early access so you can reset your expectations :) <3 

    https://en.wikipedia.org/wiki/Early_access

  2. 10 hours ago, Nate Simpson said:

    image.png

    Good afternoon, fellow Kerbonauts!

    We continue to make good headway on performance improvements and bug squashing. In fact, we managed to sneak a few additional fixes into the first patch, including a fairly high-impact resource flow optimization. We also fixed the "Kraken drive" bug that created insane reverse thrust when an engine’s nozzle was obstructed - so if you’re working on a Kraken ship, the "unique" physics on which it depends are about to go away forever. We may not in fact have killed the Kraken yet, but we have definitely stubbed its tentacle.

    As to the timing of Patch One... QA is thoroughly testing the build right now, and as soon as they give us a thumbs-up, we’ll release it. Right now, our goal is to release that patch next Thursday (March 16th). Provided QA does not uncover any show-stopping bugs over the next few days, that date should hold. If they do run into something unexpected that needs to be fixed, that date will slip. We have done a fair amount of hand-wringing around whether we should announce the target date for this patch when there is a non-zero chance of a delay, but we know this topic is very important to you all, so we're doing our best to keep you all in the loop. We’ve also already completed a nice queue of fixes to go into the second patch, but we’ll talk more about that after we’ve got the first one out the door.

    To help tide you over until then, we’ve got a new performance-focused dev blog post from Mortoc, our senior graphics engineer. If you’ve been wondering how we test performance and what we’re doing to improve it, this one’s definitely worth a read.

    Finally, I just wanted to give a holler of support to the many people who have undertaken the weekly challenges - last week’s air-launched rocket challenge was a sight to behold, and we’re on the edges of our seats to see what mayhem will take place during this week’s Minmus challenge. If you want to take part (or just bask in the ingenuity and/or madness of our community), check out the Weekly Challenge Discord channel. Our Community Team has also picked out a few choice gems from the last week and added them to a Community Highlights post here. Yes, the shopping cart is in there. The shopping cart that flies. :D 

    See you on Minmus!
     

    woot, teamwork makes the dream work.

  3. I noticed Fuel Cells do not generate electrical charge now. When i remove Kerbalism it works. I'll get you output logs later so you can debug. Just giving you the FYI.

     

    edit: I'm an idiot nevermind..kerbalism requires different things for the fuels cells to work. Forever forgive me lol

  4. 10 hours ago, TriggerAu said:

    Hey peeps, I'll get to KAC as soon as i can, but theres just a few other things going on at the moment.

    I have no issues with people making forks/recompiles to have a play, but would be super cool if that stuff could be moved to its own thread so I can see what is related to KAC in here and be able to more quickly keep up when I stop in.

    Hope that reads OK, am super happy people find it useful and want to get at it as soon as they can

    oops, will do sorry :'(

  5. I reached out to Ninenium to see if he would have an issue with me helping maintain the mod if he's stepping away from the mod scene. I've created a Pull Request for him to merge in with his version but until then you can d/l the GameData folder which has the new plugin and the NavHud.version updated.

    https://github.com/bwheatley/NavHud

    Shimmy and I have both tested and it works ok.

     

    This was the commit just FYI https://github.com/bwheatley/NavHud/commit/9e2d66ec488de7b5bada5d870988135f6374be3c

    Also just doing this to help out the community, hopefully I did not break any rules, if I did sorry go ahead and blow this away. :)

     

    edit: Grammar 

  6. This is a great mod. I sent you an email with some support too since this is really neat. I'm having a brain fart and maybe someone can point me in the right direction. I got the CBM ports to dock ok since it's only at 90 degrees and you need the flanges to line up. But i'm having issues docking my shuttle to the PMA with a passive apas. My shuttle has an Active Apas and I have the flanges lined up right. I tried coming in with Active apas extended for a soft landing then retracting them to see if i'd dock and nothing. 

    Both objects just site and hover near each other without making a dock. I'm sure it's something stupid I'm overlooking. Any help would be appreciated.

    Again great mod, this reminds me of the oldschool Fustek pieces in a lot of ways. Which was one of my favorite old school parts packs.

     

    Thanks for the effort.

  7. Yes :P

    Never stopped playing, took a good long time, longer then I would like to admit learn to do things like docking, landing on the mun. Probably a few years but my patience and youtubers have helped keep my passion alive for this game.

    I remember working at MediaTemple and hearing a co-worker tell me about this game and I've never been the same since.

    My biggest blocker to enjoyment has always been part lag so 1.1 is going to really really be amazing. :)

    And the coolest part is that my sons enjoys the game and is starting to attempt to play it, which will be made easier when a console version comes out.

  8. What do i need to change to get this baby square for 1.0.4? I have the 1.0.2 pack w/o mods and have the latest of the rest. The shuttle seems to burn up on reentry fairly easily and its glide seems off. If there are configs to tweak could someone let me know?

    It's been a blast to come back to KSO, its not as big as the mk3 100 cargo bay but shes a lot more fun to fly and the low part count is helpful. Along with a much more immersive IVA.

    thanks!

  9. I know some of you guys got used to being able to achieve orbit using jets (or, god help us, just wiggling your control surfaces), but JETS CAN'T TAKE ANYTHING TO ORBIT. Come on, of course jets flame out when there is no air. That's why real space planes use rockets.

    It's also very rare in real life for planes to have TWR >1. Instead of complaining that you go too fast at full throttle, why not just throttle down?

    There is a huge gameplay issue trying to model something like Spaceship 1, but it's not that jets can't take an SSTO spaceplane to orbit. The real gameplay issue is that you can't have a mothership in atmosphere unless you are willing to discard it, because you can't both land the mothership and orbit the daughter spaceplane. It would be cool if KSP would allow you to freeze time and fly both ships from the point of separation, one after the other.

    There is a mod that lets you to detach a child ship and then it will pause the mother ship and let you fly both back. I forget the name of it..scott manley did a video on it.

  10. Agreed as a day 1 player back in the day..it's nice to see this baby make it's way to 1.0 status. On ward and upward.

    I just had to pop in and congratulate all the people at SQUAD and the fans. I'm am proud to say I was there in the beginning and helped KSP grow. My time at SQUAD was some of the best times I've had working with an online community. I wish SQUAD nothing but the best in their future.

    Again' date=' well done guys! You deserve all the accolades that can be thrown your way.

    [url']http://i.imgur.com/RdN3r.png

    Forever your friend,

    Capt'n Skunky

    Former Community Manager

    PS: Before anyone asks, Kerbal Comics is no more. I've left the site and existing comics up for those that have never seen them and those that wish to revisit for nostalgia purposes.

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