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KSP2 Release Notes
Everything posted by RayneCloud
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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)
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Sooner than Soon would be nice pretty please <3
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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.
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Planets and moons (still) feel barren and empty
RayneCloud replied to Vl3d's topic in KSP2 Discussion
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.- 13 replies
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One of my old absolute faves, is it up on CKAN? Can't seem to find it.
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- zer0kerbal
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Planets and moons (still) feel barren and empty
RayneCloud replied to Vl3d's topic in KSP2 Discussion
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.- 13 replies
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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.
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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.
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I read what you wrote. I do not agree with you. Moving on.
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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.
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Player retention numbers are always like this, for pretty much every game baring very active MMORPG's.
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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.
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shhhh... you're not pushing the right narrative... lol
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Wildly speculating, with very little information., is not something I find helpful or productive.
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Hmmm.. if you say so.
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PhysX is perfectly fine for what it's used for and what is was designed for, which is handling rigid body physics, fluid dynamics, and more.
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That makes sense then, it's polar distortion.
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- bopway
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These on the poles?
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- bopway
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I don't intend to use either. I'll stick with the official one when it comes out.
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An engine switch would destroy this project outright, as would any attempt to build a new engine from the ground up. This is very much the standard gamer "it would be easy!" kind of comment. No, it very much would not be. I am speaking from a decade of experience across 5 games.
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I fixed the stock K2 and flew it! WOOT.
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Gotcha
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Well, first off, let me stop any unity engine hate from showing up before it does... It's an amazing engine that's grown in ability by leaps and bounds. Let me direct you to Sakura Rabbit, https://www.youtube.com/@sakurarabbit6708 as an example. I've been with unity for a decade and it continues to push formed as a valid competitor to Unreal. Not every game needs to be coded in Unreal either, adn building an engine from the ground up would have put this games several years behind in development compared to where it is now. It's the same engine, it's still Unity, just the most modern version of it.
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You're forgetting a LOT of making history parts are in KSP @bigyihsuan Panels, tubes, engine plates, stack decouplers and separators, fairings, one of the rover wheels, one of the heat shields, and the nose cone.