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RayneCloud

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Everything posted by RayneCloud

  1. There is actually, Root Thickness and Tip Thickness But again, these are wings, so, they're shaped to allow for lift.
  2. Thanks. I stay wel laway from the discord.
  3. Valid concerns Marc. I agree, there's a lot of issues there that are holdovers from KSP1. It is, disappointing, that they're still here.
  4. No, that is not true. Felipe was working at Squad which was a marketing studio with money and resources to let him work on it alone, and when he started this project he WAS alone, but support for it ramped up quickly. I know, I was there. Once it was clear that KSP 1 was becoming successful, Squad put more money, more devs and more resources in to the project and more people were hired on. Lest you forget, C7, Mu, Nova, CptSkunky and me, Marco, and many more. Including people like rover dude, etc. Simply go watch the KSP 1 credits and see how many people are credited on KSP 1.
  5. I would like you all to remember that we can't see Epic, or PD Store based sales. We can see number of players on GMG, roughly 470 or so. (Hence why we tend to ignore GMG as any sort of analytical tool, way to low user adoption rates.) So, I'd just advise caution on using steam as the only metric even though it's the only platform we have concrete data on. I know that sounds, off, but just keep in mind that while we can see steam, that epic sales and store/website based sales might be even higher.
  6. So, usually, the first 7 days of a launch are chaotic and most major influx of users happens with in the first 30 to 90 days or so. We'll have to wait and see what the response is and what the first few patches look like and the cadence of patch release. That and communication from the dev team needs to ramp up in an EA environment which means the community team needs to be engaging with the community while not bothering the devs and taking away from dev time more than is absolutely needed to get critical information out to us. From Steam DB, we can see that there was a "releasetest" branch and 5 development branches that were all updated yesterday. This tells me that yes, they are hard at work. Also, it is incredibly unfair to compare a game that actually launched (0.7.3) 11 years and 8 months ago and had 10 years of development with two DLC's and 1,000's of mods behind it to support and make it more enticing of an experience, to something that's less than a week old from launch and less than 5 years or so in active production, for me, personally.. Even with a large budget and dev team, this was a total architectural rebuild and that took time. The pandemic also didn't help, and I imagine that the ESA event was the first real public play test the game had. I really wish they'd have put this out at steam next fest as a demo to get feedback.
  7. I know you're working hard, and no doubt heads down and all hands on deck working on new content, features, bug fixes and performance... but please talk to us. Talk to the community. We need open, clear, concise communication regarding plans, please. Even something as simple as "hey Kerbonauts, we're hard at work on the first patch right now that will focus on performance and critical bug fixing." In an EA environment like this, you should probably be talking to the community at least on a weekly basis. It will help with morale with in the community. On a side note, you're doing great, keep it up, lots of us are rooting for you and KSP 2 as a whole! This is going to be another grand adventure, and lots of us know that "Things can only get better." Much love and respect.
  8. I might have misunderstood the intent of the post then, my apologies. Sometimes I Have problems gauging tone and meaning from text, Joys of BPD. I think I agree, yes, we both want this project to succeed.
  9. What you're doing is justifying something we call an "Is-Ought Gap". Just because a thing, IS, does not mean it Ought be. Just because we crunch, doesn't mean it's right, moral, ethical, or healthy. While I agree with the general statement that you should never launch before a stand-down or a weekend, because of the strain on communication and public relations, that's not an excuse to /Expect/ the team to work over the weekend.
  10. Did you expect them to work through the weekend? After launching on Friday? 0o
  11. Yeah, the prefab should be occluding anything rendered under it.
  12. That is one of the problems. Terrain LOD's and terrain occlusion culling. Under the KSC f or example is duplicate set of rendered terrain with scatter objects, ocean, terrain itself, etc. This isn't being occluded by the looks of it, and also by the looks of it, the KSC itself was placed down as a sort of prefab over top the PSQ generated terrain instead of integrated properly. I could be dead wrong, but this would nee quite a bit of work to fix up.
  13. Triage. What is the most critical thing? Can we fix it? How many resources (time, devs, etc) do we need to fix it? It's about getting the "Full Stop" & "Critical" bugs fixed now, the little UI stuff like Marc mentioned can wait. It's annoying, but it doesn't put the player in a "Full Stop" session ending situation.
  14. Thanks @Periplethis is all been quite a ride and I just ran out of energy to keep trying to explain things from a dev perspective. Intercept is not above or immune to criticism over this, and peoples feelings are valid and they're allowed to refund, not buy it, give feedback, compain, etc. I just hate the personal attacks on the character of the dev team, when actual dev ops usually has very little say in things.
  15. There's no cash to take Ferio. This just feels like trolling at this point. You're treating real human beings in an incredibly unhelpful manner. Shuttering this project would put nearly 50 devs out of jobs.
  16. I don't even have the energy to explain to you why this is just wrong and incredibly unhelpful. They wont pull the plug on this.
  17. All of this. Community Managers are the face, the liason, and the punching bag. It's our job to take the hits, to relay what isn't just noise and what's valid to the team so they can dig in and get to work. It's our job to protect their morale, and to be the messenger to the community. I don't want them on socials. I want them taking a break over the weekend, and then getting to work today. I also don't want them crunching and pulling 12+ hour days, but ya know, that stuff happens in our industry.
  18. I fully blame the publisher for this. I just can't say why on the forums.
  19. Shouting is a sure fire way to see it not happen. Mod makers aren't your personal devs to yell "make it happen" at.
  20. For those of us that have looked, such a thing is already present in the game files. Quite a bit of it by the looks, but I could be wrong.
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