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Pthigrivi

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Posts posted by Pthigrivi

  1. 11 hours ago, Meecrob said:

    They won't cancel the project over us not engaging. I know why you are thinking that, and thats because you are applying principles of supply and demand. Publicly traded companies like Take Two and their shareholders are so full of themselves they think they can make their own rules. Shareholders will ask "why is the engagement plummeting on the IP you said would start making money this year? Create engagement or we will sell your stock! I am supposed to make x amount of money this quarter!"

    Also, we need to face facts here; no use skirting the point anymore. The KSP2 we were promised HAS been cancelled. It was cancelled a long time ago. Right now, we are all awaiting a game called KSP2, but it is actually the KSP equivalent of that horrid "Microsoft Flight" that attempted to make Microsoft Flightsim easier to play. Just like KSP, once players figured out it was watered-down, they went back to playing FSX.

     

    This is over the top. The same roadmap is still there—colonies, interstellar, resources, multiplayer.  At each stage we can gauge the deliverables. Folks don’t get fresh info for a couple months and we’re all back to chicken little acrimony. How about a little chill. 

    1 hour ago, PDCWolf said:

    Better engine, deeper simulations and features, life support, bigger planets, maybe different planets, better robotics with capacity to program routines or outright just write code for the game like kOS, a proper race to space type career, budgeting, literally anything that isn't just the first game with "better" graphics + 3 mods and thinking that's somehow ever gonna be worth $50.

    I don’t disagree with life support, I think there’s real bang for buck there. Robotics would be great too but aren’t as integral to a functioning resource system which is the real spine of a live-off-the-land fleshed out colony system. More planets and interstellar are coming, code and money are probably out and for mods.

    Just to point out the obvious: I care quite a bit about KSP,  it was my favorite game for many years, I check this forum daily, and still there is no player for whom KSP is a bigger part of their lives than the people who are currently working on this game. If the worst thing imaginable happened and KSP got cancelled you will all move on with your lives  with no disruption. Thats not the case for the people at intercept.  Take a moment as a fellow human being to acknowledge that these folks are all pouring their careers into a very cool thing that is for you a pleasant distraction. Definitely give feedback. Definitely give negative feedback. But be real and treat these folks like they’re humans doing their best with the resources they have just like you are with whatever it is you do.  Speak your mind, but be patient and be chill. No one likes to be harassed at work  and nothing about a video game is worth harassment.

     

  2. 1 hour ago, Fizzlebop Smith said:

    The problem I have with the creative types like to change their mind.

    No I totally get this and it is a fine balance. You do have to be practical about how and when you change things. Im an architect so I see both sides of it. Since Wube has a pretty stellar perception among fans I thought I'd use this recent Factorio Friday Facts as an illustration (Full text here). Basically the story was they had a whole planet designed but after seeing it in action it just felt boring so they dropped most of the initial design and started from scratch. I think the result is pretty awesome.
     

    Quote

    The first impressions
    - kovarex

    The things described so far work quite well and were not mechanically touched since the initial design. But the rest didn't have such a straightforward creation story.

    When I was doing the historically first playthrough of the planets content in January 2022, everything was different.
    I visited Fulgora as the 3rd planet. At that time it was a pristine desert planet. The only things special about it were the lightning, the islands, one new ore, and a few new recipes. Each island only had 1 resource, and water only existed on certain islands as water springs (like oil), but all of the resource mining, the processing, and the usual intermediates were all the same as on Nauvis.
    And since it was the 3rd planet already, I started to feel worn out from the repetition of doing the same old mines, smelting, circuit production, oil refining etc.

    At this time I started to feel skeptical about the whole expansion. It felt like the problem of per-planet repetition is not really solvable, and the whole idea of the expansion is fundamentally broken. Not a good place to be.

    This problem of repetition was relevant to basically all the planets so it felt hard to solve. Giving up was just not an option, we had to try to improve things one step at a time, and hope for the best.

    Since Fulgora needed some revamp and as I felt desperate, I was very open to wild changes. The first idea was a nuclear option and it sounded something like this:

    "Remove the resources and just put some trash that some aliens have dumped on the planet, it could be directly transformed into any basic resource through assembling machines, so the game would be shortened and the repetitive parts removed."

    This would already be an improvement, but Earendel took it a step further in a way that made everything fit together nicely. This was an amazing opportunity to integrate the recycler into the game.

    Up until this point the recycler was mostly just a "quality recycling resource sink tool".
    However, if the resource you're mining is made of some high-level scrap and the recycler just transforms it into all kinds of intermediate products in a fixed ratio, then the gameplay could become much more interesting.
    The challenge wouldn't be getting the resources, but dealing with the flow of random/mixed products, sorting them, handling the excess, etc.
    This proved to be a viable idea, and step by step it led us to the current state of the planet.

    ...

     

    Conclusionkovarex

    This planet is an excellent example of why development behind closed doors for some time was a good idea. We could experiment and make decisions that would normally be viewed as extreme, like overhauling how an entire planet works.

    This allowed us to transform one of the most repetitive planets into one of the most novel ones. Since we were doing similar kinds of drastic changes all over the place, the original overall desperation described earlier is now long gone.
    I'm not saying that everyone will enjoy the expansion, but now at least we do. This is quite an important requirement for a good game, isn't it? :)


    I've also mentioned Cyberpunk a few times. They've utterly reinvented the perk tree and loot drop system--two of the most core elements in an RPG--much for the better. But if early on they said "Oh yeah btw we're just going to remove most of the value of randomized armor and clothes will basically be cosmetic" people would have thrown even more of a fit. They wouldn't have any of the first-hand play experience to realize wandering around looking like a spazoid because some random tshirt had a better AC stat isn't actually good gameplay and since the game is all about cybernetic modification it doesn't make sense in that world anyway. In the end cleaning up the messy, incomplete release and implementing those kinds of major overhauls took 3 years. When it comes to some of these creative processes sometimes you've just got to try things and see if they work. Sometimes you get lucky and sometimes you don't, and yeah its not efficient and it takes a long time, but in the end it's the only way new ideas can be made to actually work. 

  3. 6 hours ago, NH4Cl Enthusiast said:

    You also do seem to think that by default if there are previews or sneak peaks communicated, there will be a significant amount of things shown in those communications which will be cut or altered to the point of aggravating the audience. And this to me is really interesting. In fact you don't seem to think that they are capable of communicating in a reliable and truthful manner. Because if you did, you wouldn't be presenting your argument in the first place. I want to point out that you are specifically talking about people's reaction to a situation where the devs are showcasing stuff that ends up being cut or altered or fail to meet expectations. To me it sounds like a pretty legitimate thing to complain about.

    I have no argument with the first part of your post because I actually do think negative feedback on the merits of actual content is great and useful and totally warranted. I just think it can be done politely and without taking any of this quite so personally as some seem to. Maybe Im wrong and they really do feel personally wounded by this, but it feels to me kind of hyperbolic and hyperbolic arguments don't mean much.

    This last bit though I do disagree with, mainly because Im in a creative field and doing this kind of work is rarely a linear process. If you're really vetting and testing and and seeing what works and what doesn't there will be lots of things that appear one way as WIP and emerge completely differently as a finished product. That ability to make big changes along the way is really important to producing good work, but folks watching from the outside or only seeing small snippets might not understand how you got from A to B. Normally thats fine, but given how folks tend to react to being shown one thing and being delivered another I wouldn't blame them at all for just keeping everything under wraps. Making creative and practical changes to better the end-product doesn't make you a liar, but there are a great many folks here who will find a way to frame it that way and thats a drag for all involved. 

    2 hours ago, moeggz said:

    Yup. It seems like from going through the colony mega thread it won’t approach in a meaningful way a  culmination of career and science until the exploration update, after colonies and after interstellar. 
     

    I like science points. And I like the expansion and better quality of the hand crafted missions in KSP2 over test x part in y situation of KSP1.

    But it’s not career mode at all until there is a gameplay reason to build efficient rockets. They say rockets won’t be “free” but only really talk about resources in regards to fuel and late tech tree parts. If there’s never a reason to use a SRB over a liquid fuel stack with an engine this game may not be for me. So until they communicate clearly about what resources will be needed for, and how the player will be credited them (ie please have some incentive to not timewarp for maximum resources) the best I can do is *hope* that “rockets won’t be free” includes some player incentives to build cheap and efficient. 
     

    Thats three major updates down the road. For Science! was a big step forward but didn’t nudge me at all to play more after trying it for a few hours, or to update my negative review to a positive one.

    Yeah totally. I may have said this here on another thread but for me KSP2 probably won't return as my main gaming obsession until resources are implemented. I still kinda wish they would swap interstellar and resources for that reason, but I know resources is probably the hardest gameplay nut to crack so its gonna be a while anyway. 

  4. 20 minutes ago, Fizzlebop Smith said:

    I am going to ask that you stop acting like the majority of this commentary is somehow without merit.

    When the points you attempt to make are so eloquently rebutted, you shift the goal post to "its just game"
    I do not think that "its just an X,Y,Z" is as acceptable excuse for the very last point that @PCDWolf made. It is not about patience. The majority of the rebuttal addressed that very issue and the last year we have been actively attempting to gain insight on the direction this game plans to take.

    They have been tight lipped because the community was promised for years that this game would have a certain goal. KSP PLUS.
    It was immediately apparent that a different direction was chosen and we clamored for something of substance regarding this.

    The stuff that does come out is pure PR content and nothing of merit with regard to game direction.
    The only thing worth a dang at all on the future of this game was completely compiled by @The Space Peacock... with much of it dated. How much of these old conversations and ideas are going to stay?


    You are not understanding how long it took for took to get them to even consider certain important things seriously...
    Like Wobble
    Font
    UI
    TimeWarp Constraints

    Things that are not "official' bugs are often ignored when we question specifics or insight in decisions.

    Official Bugs (Up Until Recently) has been difficult to navigate with key word searches not always resulting in success.  This compounds with many redundant postings and ignored issues

    NO ONE can say that this game was playtesting in an organic manner.  EA is not for Alpha State drops.. not traditionally.

    This leaves us guessing as to why and what.. with the track record our imaginations see "the best prediction for the future is the past" WE want this game to succeed.
    But we also want that success to be within some realm of what we enjoyed about the first game...

    People would talk about other things than how crappy "radio silence is" if we were given something to talk about.

     

    The point is that the tone of personal aggrievement is so wildly overstated given the actual stakes of the situation that it just can’t be taken seriously. The actual things you mentioned: wobble, font, UI, orbital decay and I would add my own list absolutely were of the highest priority and everyone was pretty clear on that. Again those are genuine substantive issues and 100% fair game. They have and are tackling those things as they should be. 
     

    You’ve got to realize though by focusing instead on “but you promised!” complaints you’re actually disincentivizing transparency, because any sneak peak or WIP or planned feature leak just becomes fodder for more accusations of false promises, even if features are cut or altered for legitimate reasons. If fans are going to throw a fit every time their expectations aren’t met its best to just not say or release anything until its fully ready. 

     

     

  5. 14 minutes ago, Icegrx said:


    I’ve also seen people post really in depth bug reports, very well thought out development ideas, and very valid criticism with details. These people typically get labeled as grandstanders and “standing on a soapbox” 

    as with everything in life, it’s not black and white. 

    No I completely agree. The latter is exactly what folks should do, and I haven’t been shy in voicing my own view on missing game elements that are sorely holding the game back (primarily flight and transfer planning tools, but also the lack of planetary mapping, no plans for LS, etc. ) I also acknowledge that Im just one data point among many and thats my personal perspective. I guess I think the genuine substance of the critique is enough and can only be muddied by dredging up personal slights. 

  6. So Im definitely going to dip in and try out colonies and interstellar but what Im really here for is resources. Thats when KSP becomes a real game for me. Probably gonna be a minute but thats fine. I like dabbling in the meantime. Even to do that more seriously though Im going to need to see some major improvements to maneuvers, transfers, and flight planning. 

  7. 2 hours ago, Icegrx said:

    I don’t see this as a great comparison. 
    yes Cyberpunk fell short of its initial promises, and lacked a few features that I should have had. 

    However, even during its rocky release, Cyberpunk had 10x the playability that KSP2 currently has. Not to mention a full story, voice acting, AAA graphics and released on multiple platforms. 

    They also kept communication way up, and were pretty darn transparent while rebuilding community trust and implementing promised features. 

    KSP2 currently plays like an incomplete test demo. 
     

    My question is: if all negative feedback is framed in the same tone of personally aggrieved apoplexy about process and promises rather than actual content and quality why and how should anyone take it seriously?  Why not skip the theater and performative anger of it all and just cut to the actual, substantive feedback? Because as far as I can tell the former achieves nothing and dilutes and distracts from the latter. 

  8. 1 hour ago, PDCWolf said:

    As a closing, I'd say stop assuming people are mad for nothing, because people are mad at IG well within reason, as feedback has been ignored, IG has gone silent, and the stuff they put out whilst silent seems tone deaf to the community at best, and completely insufficient at worst.

    But like, its still just a game, dude. You don’t have to buy it and you don’t have to play it. Purchases are voluntary and no one is dying here. This isn’t personal. All of the histrionic pearl clutching just seems so put on at this point. A lot of folks have given good feedback. Thats great. Thats useful. Continuing to whine for years and years on end about some apparent personal harm thats been done to you by a video game that didn’t live up to your expectations in the timeframe you imagined seems super weird to me. If you don’t have the patience to let the devs succeed or not that’s fine. Ymmv. If you’re really that mad just take your money and time to other games and move on with your life. 

  9. 2 hours ago, calabus2 said:

    It's called PR...look it up.    /s

    Keep the dwindling community engaged and playing your game to help the Steam numbers while they scramble to keep money coming in and try to fix a few bugs....that continue to be there since release....a year ago. All the while ignoring any calls for transparency and updates. It's almost like they released a AAA title at a AAA price, delivered a pre-alpha and think they hit three run homer. 

    I mean really love this team and I think things are coming along nicely but I believe even they see it as getting on base after a tough at bat. Unfortunately we're living in a really toxic gaming culture and its got to be hard for passionate developers and designers to gauge real reactions and actionable feedback in a clear and honest way. The atmosphere from a vocal player standpoint is to take all of these things really personally, or pretend to take them really personally, and then engage in an over-the-top Kabuki dance of feigned rage demanding groveling supplication from the corporate entities they've been wronged by because they think thats the only way games improve. But it's kind of like Cable news outlets constantly running BREAKING NEWS banners. If you're always turning everything up to 11 then people who might listen might as well just tune you out.  If players believe rage-bombing every title that doesn't meet their expectations is the only way to convince developers to improve their products then eventually developers are just going to take those flame-campaigns less seriously. I would guess they already are. They'll look to more balanced and genuinely informative heuristics to identify the worst problems and work their way up from there. 

    As test case lets talk about Cyberpunk--widely dragged and laughed at when it first released and probably deservedly so. It probably should have incubated for a couple more years. And now all of the initial hard work of good writing and good VA and story can be capitalized on because they fixed most of the bugs and redesigned the core mechanics into something incredible. Which is great! I genuinely hope as colonies and interstellar and resources are phased in the folks at Intercept remain open to making big internal changes to game mechanics depending on how things play out. What matters in the end is how the 1.0 product actually plays. Is it fun? Is it deep? Are the actual mechanics well tuned? is QOL up to snuff? Thats what matters. In my experience most people in this world are doing their best to be good at what they do. They're already incentivized to do that. Heaping shame and vitriol on them usually makes things worse, not better. The changes Cyberpunk made weren't just because players dragged CDPR through the mud. In fact the more substantive changes outside of bug-fixes--police system, fixing drops and the tech tree, etc. only come from very specific and clear feedback on whats not working and then having the time and creative process to create new and better systems. I personally would argue if you as a gamer are dissatisfied you produce more specific and actionable feedback on whats wrong--and passionately so!--rather than focus on grievances. 

  10. 55 minutes ago, PDCWolf said:

    Well, that's the problem with generalizations. You'd think a business that just failed a sales number by about 4 million would be a bit more interested in making changes, and so far the only structural changes have been sinking a studio and firing Paul Furio... and there seem to be no results unless we keep assuming they've been doing magical invisible work or that they'll just do better if we give them infinite time. I'd say we do better at being realistic, clients expectations just haven't been treated well, not the ones clients built themselves, not the ones the business built for them either.

    Further on, this has been a common trend these years, putting the spotlight in just how good that mentality of calling everyone who criticizes a hater (or worse) has been. It's been 10000 jobs lost last year, and already 8000 just from january to today, with studios falling like flies and new, flagship products being absolutely destroyed by early access indies pushing the counterculture to the common zeitgeist and becoming the literal highest selling games in the last 20 years.

    Now, I'm definitely not saying business ought to just go out and listen to everyone, just that... the spark of humbleness has been lost, so has passion, and maybe, just maybe, people are angry because there's real stuff to be angry about.

    Listen, lets pretend for a moment you actually care about KSP being a great game. I want you to think about your strategic approach to making that happen. Whats better: a) concrete, actionable, polite advice on real gameplay changes; or b) repetitious, unsolvable industry process complaints?

  11. Just now, PDCWolf said:

    Hmm, and by "screening hard" is how industry people arrive at choosing to never communicate anymore... because clearly everyone else is outside the club, or misanthropes, or haters, or whatever. Right? Everyone else is the problem, not the workers, their team leaders, their managers, the product, nah, it's the narcissist misanthropes that make it all about them and not the fact we're ripping them off and leaving them in the dark after taking the money.

    It's all a matter of how much time it takes to satisfy the need for the greatest number of people.  If you take time to understand the nature of the idea and have the patience to truly solve problems  in the right way and make something great most folks will feel like they got what they asked for even if it takes more time than they expected. Other people are fundamentally concerned first and foremost with perpetual dissatisfaction no matter the time or effort invested and making them happy is impossible and invites a kind of diminishing returns death spiral. My business, and most other businesses cut our losses when clients present that behavior. 

  12. 39 minutes ago, PDCWolf said:

    Did you mislead about the state of the sofa for 4 years whilst pushing back the date? Did the sofa break apart as soon as they sat on it? did you tell them how your speed at fixing it and adding the promised features to the sofa was good but it took a year for the first cushion to come in? Did you tell people that the sofa was gonna be more expensive once it was done only to sell the same model cheaper two months later?

    That you'd imply that common scummy behaviors on the industry are ok because "it's a luxury product" is probably the lowest this forum has ever reached.

    I mean, we screen pretty hard against misanthropes who are utterly focused on their own personal disastifaction no matter what the reality is so that doesn't happen so much for us. Our clients are generally reasonable people who understand we are in a creative enterprise and the proof is in the pudding even if it takes longer than they initially expected. When folks are unreasonable we're understanding, but we'll probably take our time to make sure the final product is really up to snuff. We may shine them on in the process because often they suck up a hugely outsized amount of time compared to folks who are just as deserving but more constructively responsive. 

  13. 14 minutes ago, Flush Foot said:

    I was playing DSP fairly consistently within a week or two of EA going live. After ‘beating’ the game a while later (certainly did so in my second save, maybe also my first?) I may have set it aside for a little while (mostly for other games, not because I was bothered by it) but came back for any ‘notable’ updates.

    In fact, I was irked by the timing of DSP DF update being so close to both For Science! and Christmas travels (away from my PC) because it delayed my experience with both Dec updates. I alternated between both games off and on in Jan/Feb but had been consistently just KSP 2 until about a week/10-days ago (more travel, but also switching to very-modded KSP 1 after being in a discussion with someone on here).

    Right on. It may have just been a product of my setup at the time. I've been a bit AFK on this forum mainly because I've been delving into other games and thinking a lot about automation and base-building dynamics while I wait for more substantial updates but I did enjoy FS quite a bit and I found performance and stability much improved. As you say about modded KSP1 there are some tools I find I really do need--flight planning, transfers, alarm clock chief among them. I also really want life support and trajectory prediction factoring drag but we'll see how all that goes. Im an architect by trade so it'll be fun in the interim to play with planetary static physics and base building when colonies arrive. I just don't see any utility in griping at the devs about pace. If they take till next year to release colonies I'll take my precious gaming moments Factorio megabasing. All games are an indulgent gift.

  14. 22 minutes ago, Flush Foot said:

    Bite your tongue! I thought DSP was “universally beloved”! (at least in the factory-builder fandom)

    I don’t even remember much in the way of catastrophic bugs (and even if there were, they pushed out patches quite frequently until things stabilized).

    I think it depends a great deal on when you first interacted with it. I was an early adopter both of Factorio and of DSP, and frankly both were nearly unplayable on first release. I left them alone for a year or two and when I went back they were brilliant. Frostpunk was also utter frustration when I first played but is now one of my favorite games. Good things take time. I think KSP2 is on a great path. Honestly it won't even be a real game for me until resources come into it. Im very happy to wait a few years if that means the end product got the love it deserved.

    Like, also keep in mind Starfield despite its rollercoaster reputation is the only new franchise single-player game of last year to crack the top 10 of MAU last year. All of the actual money is in brainless live-service, V-buck microtransaction shooters like fortnite. People can complain all they like but all studios care about is how folks vote with their wallets. If you care about thoughtful games that are for folks who like to think about science and problem solving take some time and give a little love. Show a little patience.

    10 minutes ago, PDCWolf said:

    The nature of the biz is as it is because gaming happens to be one of the very few industries where you can get away with releasing a broken product without massive repercussions. You released a broken electronic device, a car, a home appliance? You get a class action lawsuit and forced into recalling, replacing, and paying for shipping. Greedy gaming companies release a minimum viable product that barely works? aww shucks, poor megacorporation, you critics are unfair!

    In large  part thats because cars involve the actual health and safety of those who interact with them. Phones are a fundamental necessity of communication and most peoples economic life. Games are a pleasant luxury. If I design a house and it falls down on someone I'll expect to be sued. If I design a sofa and the folks saw and signed the proposal but then a week later just don't like the fabric very much thats on them.

  15. This may be too general a discussion for this thread, but the topic is communication, timing, and expectations. I feel as though there we're in a weird zone in gaming fan relationships where the nature of creating high-quality, novel gaming experiences requires a truly stupendous amount of labor on the part of creators. Im in design, my friends and family are in engineering, finance, software, fashion, journalism, etc. Those industries have little in common but one thing: On time, On budget, On quality. Pick two. Thats the nature of the world. I don't say this lightly but the current status quo of game criticism is actually unreasonable because it has no recognition of this fundamental reality. Further, we live in a "client is always right" world and so no one actually involved in the production will tell you literally everything you want to know minute to minute. They'll be nice and agree with you even if your expectations don't make any material sense. Thats the world you live in. Learn to live with it. Some boomer I work with loves to spend hours loudly and obnoxiously haranguing lower-level service techs about software issues that the actual human being on the other end of the phone has no means of solving. Don't be that dude. Be reasonable. Have a little self and mutual awareness and think about what material benefit your time and their time is actually worth. 

    As far as I can tell the only games that have released in the last few years with minimal bugs and high-polish were kept well in-secret for most of their development existence.  We were happy and surprised in large part because there was exactly zero transparency until the product was at 99%. When it released Cyberpunk was mess, Dysonsphere was a mess, Factorio was a mess, Starfield is still kind of a mess. When ambitious games are released they are gonna kind of be a mess. Thats the nature of the biz. Thats the world you live in. If you don't have patience, if you're not willing to accept reality and wait 3 years for Cyberpunk to go from being kind of a release disaster to one of the best gaming experiences out there then you aren't being reasonable or realistic about what producing great modern games requires. Its a huge amount of cloistered incubtion followed by years of passionate fan feedback and developer follow-through. It's absolutely fine to have and voice criticisms. You absolutely need to make those criticism known. Just don't be a jerk about it. All of these artists and engineers and creative people are giving their time and their lives to make a nice little experience for you to take you away from your grueling existence for a few hours. By all means point out areas ripe for improvement, but have a little respect for the actual people on the other side of your post. Be passionate, be persistent, and be polite

  16. 5 minutes ago, Biggen said:

    People are antsy because there still doesn't seem to be much happening on the dev side.  We get an April fools post and then a post about the silly eclipse?! 

    Sir people can have their opinions but that eclipse was awesome

    *Note this post is in a joking tone ;)

  17. 6 minutes ago, JoeSchmuckatelli said:

    Can anyone give me cardinal directions for where to look for the comet? 

    Jarhead style if possible - aka 'to the left and up a bit' kinda thing. 

    Google says "just beneath the moon".. maybe? Edit: no, thats where it will be on April 10th. Today it should be 6 degrees west of Jupiter and 24 degrees north east of the sun, if you've got one of those star-chart apps on your phone. 

  18. 13 hours ago, Hotel26 said:

    STS again.  Snore...  A dirty secret inside NASA (ignored by management) that it had a 1-in-100 probability of catastrophic failure.  For thirty years...

    We on the moon yet?

    You know the saying: "if you can't lead and you can't follow, get out of the way"

     

    I mean I know all us oldheads want to see a mars mission on the TV before we die but we probably should use a reusable NSW transfer stage to LMO. 

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