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RayneCloud

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Everything posted by RayneCloud

  1. For those curious what sparked the idea to finally post this challenge, I have Entropian here to thank for inspiring me, among other content creators, but these two vids have always been awesome.
  2. In the most recent video from @ShadowZone that he posted today, Nate sai during the interview that their own internal testing vehicle part size is around a 150 parts as they think that's the "sweet spot" for vehicle design and creativity. So, I imagine they're trying to balance performance impact around that part count. Even KSP 1 struggles with large complex vehicles, but that limit is closer to around a 1,000 parts from what I've seen of certain creators on youtube and twitch.
  3. Why thank you Angelo I hope to see people take it on and let me know what they think of it.
  4. Abandoned? I.. what? KSP 1 launched as version 0.7.3 to the public in 2011 and had two major DLC packs, and a decade of development across 91 updates... it's DONE. lol
  5. Given what I've seen of some internals (game files stuff) , and my personal experience in the industry, (in regards to how sprints work, etc) I very much expect quarterly large updates and bi-weekly to monthly updates. Just my personal experience and speculation here, but I'm thinking around about a year to a max of two years to see the project "Finished".
  6. Hmm, this looks like a sufficient challenge keeping in spirit with the challenge as I planned it, so, yes, I'll allow it. I look forward to seeing what you do with it, and I've updated the OP with some new Achievements. Have Fun, and Good Luck.
  7. UKSA Challenge "All these worlds are Ours." I've always dreamed of this challenge, this ultimate goal of having at least one orbital and surface "Colony" on every planet and moon in the Kerbolar System, and then taking that to steps even farther beyond with life support, construction, shipyards, and even adding in OPM to truly push the boundaries of "Challenge" in KSP 1. So, here I am, sharing this with you all to see what you think. The Mission: Expand Kerbalkind's influence to the whole of the Kerbolar System and make the Kerbals a Multiplanetary Species that has exploited the resources of their entire home Solar System, Kerbol. Challenge Goals * One Orbital Colony per Celestial * One Surface Colony per Celestial Challenge Ruleset (Base) * SP / MP / Sharing: The "Default" setting for this challenge is a "Single Player" experience to push your knowledge of KSP, and of mods, to achieve a grand goal. If you'd like to share and go MP with it however, feel free to do so, you need only state that you've chosen to play MP with or without Save Sharing. in any posts. * FTL : Disallowed (See Difficulty Modes for Exceptions) * OPM: Required (See Difficulty Modes for Exceptions) * Life Support: Required (See Difficulty Modes for Exceptions) * Game Mode: Career Mode / Medium Difficulty or Higher (See Difficulty Modes for Exceptions) * Interstellar End Game: Special Rule - (See Difficulty Modes for Exceptions) * Ironman (No Kerbal Respawns): Optional * Mod List: Required - You must include the mods you're using in any post sharing your progression of this challenge. (Feel free to truncate the list of mods and make sure to spoiler the list in any posts.) * MODS USED MUST BE PUBLIC: Any mod you use must be available to the KSP community publicly. * Colony Guidelines: To Count, a "Colony" must be a "Base" that is either an Orbital or Surface Installation that has life support for at least 20 or more Kerbals. (seats in "Command" Parts do not count.) * Outposts: Outposts may be surface or orbital installations that are focused on logistics and operations and may be entirely automated. These could be "gas stations" or other facilities like "surface labs" for science gathering. Achievements Achievement: To Go Even Further Beyond - Swap out the Stock Solar System for KSRSS, A Rescale Mod of your Choice, or "Real Solar System." Achievement: Articles of Colonization - All your Colonies are entirely Self Sufficient Achievement: Harbor Grand Master - Build at least two fully operational Ship Yards that can produce vehicles in space using any mods of your choosing. Achievement: Colonial Fleet Command - Have at least one "Ship" in orbit of every planet. (Check Quote for Guidelines) Achievement: In a Galaxy Far Far Away - Swap the Stock+OPM system requirement with another planet pack + expansion if needed. The replacement system must have more than 20 celestials in total. (Check Quote for Guidelines) Achievement: Three Sisters - Colonize the Stock System with OPM as well as GPP Secondary and GEP (This pack turns Kerbol in to a Trinary Star System and removes the need for a /True Interstellar/ Mod.) Difficulty Options (For those that want to partake but have a more tailored experience with the challenge. Difficulty mode chosen must be stated when undertaking the challenge.) Very Easy * FTL: Allowed * Game Modes: Any / Sandbox Allowed * Life Support: Not Required * OPM: Not required * Kerbals in Command Parts Count towards Colony Size Easy * FTL: Allowed * Game Modes: Science or Career Mode On Easy * Life Support; Required (Suggested LS Mods for Easy: Snacks, USI Life Support) * OPM: Not Required Medium * FTL: Disallowed * Game Modes: Science or Career Mode On Medium * Life Support; Required (Suggested LS Mods for Medium: TAC-LS) * OPM: Required Hard * FTL: Disallowed * Game Modes: Career Mode On Hard or Science Mode Equivalent * Life Support; Required (Suggested LS Mods for Hard: TAC-LS)) * OPM: Required Very Hard * As Hard Mode + Add in at least one other Solar System and have at least one Surface and Orbital Colony in that system. How to Share Progress Please feel free to share screenshots, videos, and "blogs" / updates ni this thread of your progress if you choose to undertake this Challenge. Mod Suggestions: WIP Special Thanks: @JadeOfMaarFor feedback, support, and guidance. Also, for tolerating me talking about this challenge way to much... >.>
  8. Added a new mod suggestion. An in game transfer window calculator.
  9. I was there with him, learning from him, and you'd be 100% correct Nate, there were things the team dealt with regarding builds even back then including builds failing outright. So you have my sympathy and continued respected Sir. Seeing this update from you was exactly what I think the community wanted and needed and what I personally was hoping for. Keep it up, we have your back.
  10. Got a list of mods for you all on SpaceDock to take a look at, a lot of these should help with getting the game in a better playable state, Mod Loaders: (SW) SpaceWarp / (BPEX) - BepinEX * UI Scaler - https://spacedock.info/mod/3291/UI Scaler (SW) * Stage Info - https://spacedock.info/mod/3272/Stage Info (SW) * Micro Engineer - https://spacedock.info/mod/3282/Micro Engineer (SW) * Maneuver Node Controller - https://spacedock.info/mod/3270/Maneuver Node Controller (SW) * Community Fixes - https://spacedock.info/mod/3301/Community Fixes (BPEX) or (SW) * Lazy Orbit - https://spacedock.info/mod/3258/Lazy Orbit (SW) or (BPEX) * Abrit's Transfer Calculator - https://spacedock.info/mod/3297/ABrit's Transfer Calculator (SW)
  11. Sooner than Soon would be nice pretty please <3
  12. CI/CD (Continuous Integration / Continuous Delivery) is different on a per studio basis. What you could be seeing regarding the dev branches we see publicly, could be any of the following, * Nightly Builds * Weekly Builds * Feature Specific Builds (modular development for example where a branch is focused solely on a feature or content base) * External QA Branches for Testing and Integration * Integration Testing Builds * Release Candidates or RC's * Etc Just like I asked on reddit, don't hype up the steam builds or look more in to it when you literally have no clue what's going on. Even other devs don't.
  13. I do agree, I think the surface scatter does need more things to find and explore, but I personally think all the worlds are worth exploring as they are now.
  14. I've seen some amazing cliff's and mountains on Duna that made my jaw drop., but umm, Pol is quite the experience. Dres's rings are awesome as well.
  15. I'm an idealist, I just want to see factual data and fair and reasoned responses in our justified feedback to the dev team. It's hard for me to let go of how much KSP 1 and this community meant to me, and it's always been a dream of mine to return to the franchise (never gonna happen though, ) and what I'm hoping for here is to just give people that "other side" perspective so they can make more well informed decisions. The truth is, communication right now is not good and needs a lot of work. The game itself is unplayable for 50% of the community, and has a massively degraded play experience for the other 50% that are willing to work through and past it. If anything, what I'd love to see most is a full post launch reply from @Nate Simpsonto see his thoughts and get a plan from him, but I imagine he's uber busy working. KSP means a lot to all of us, so believe me when I say that I'm not downplaying anything, or trying to invalidate anyone.
  16. I'd be lying if I didn't agree with you on this one Joe, the communication right now is.. very bad. However, my hope is that they're focused on doing what matters, fixing bugs.
  17. I read what you wrote. I do not agree with you. Moving on.
  18. Okay, no, that's not accurate. It is simply just factually untrue and as devs we track this data and can see it. The Industry Wide "Average User Retention Rates" are as follows, Day 1 Retention High - 35% Median - 25% Low - 15% Day 7 Retention Rates High - 10% Median - 6% Low - 2% Only 25% of steam games are able to maintain a user retention rate ABOVE 4% after the first 30 days. Some VERY few games are able to retain upwards of 10% There are full on doctoral thesis papers and studies about user retention rates, engagement, playability and accessibility factors dropping play rates, and more. At BEST, KSP2 is in the "Lowest" Sub Section of Data Points regarding retention which can show us a lot, * The player base is unhappy with the game - we know this * The game has major accessibility and playability issues - we also know this * Genre and Game Type play a factor - aka, KSP is a "Niche" game within a sub market of simulation and sandbox * It's also under performing it's previous franchise sibling, that being KSP 1, as we all know. Is this worrying? A little, but we do see a LOT of user retention fluctuation in EA games as updates come out.
  19. Player retention numbers are always like this, for pretty much every game baring very active MMORPG's.
  20. We'll have to wait and see. I'm hopeful for something at least usable and neat considering they've mentioned in interviews one person being in one star system and one being in another and them sending each other stuff via delivery routes.
  21. shhhh... you're not pushing the right narrative... lol
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