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Alexoff

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Posts posted by Alexoff

  1. 48 minutes ago, mcwaffles2003 said:

    Also, if we eliminate all flexability of joints that will limit our ability to make stuff like this

     

    which would be sad.

    Oh, those good old times when bugs in KSP were funny and allowed you to do incredible things! How few of these videos are now ...

  2. 5 hours ago, Pthigrivi said:

    This is interesting; the positioning optics for the Saturn V accounted for 1/3 of a meter of flex just from wind on the pad: 

    https://www.tiktok.com/t/ZPRWmdXqd/

    Skyscrapers flex even more, it seems several meters at a height of 500 m. Because of this, it is difficult to set an even vertical and horizontal inside, the building constantly fluctuates in the wind. But without instruments from the outside and especially from the inside, it is difficult to notice. If skyscrapers were flexed like in KSP2, then they would not be built higher than 100 meters.

  3. 1 hour ago, The Aziz said:

    That's what everyone should do instead of losing their minds here. Hop in whenever there's an update, if not liked, switch back.

    I wrote about this - everyone on the forum will join the 7 billion people who are silently waiting for the readiness of KSP2, and most of them do not even know about it.

  4. 5 hours ago, Sylvi Fisthaug said:

    When the game is in a better state at some point in the future, stuff will probably cool down a bit.

    There is another option that the game will continue to be supplemented at the same speed and this section of the subforum will simply become empty. Some will lose their last hope and will do something other than patiently waiting. The rest will write once a week "thanks for the update, Nate" and that's all...

    4 minutes ago, Superfluous J said:

    Yes they dropped all that bug fixing and science mode malarkey and jumped straight to multiplayer.

    We were also shown two screenshots of the multiplayer. This is much more than what we have seen from science - only two animations in the editor and one part, also in the editor.

  5. 54 minutes ago, LoSBoL said:

    Really? Take a look at the outcome of the pole in this thread.

    According to the results of the poll the vast majority believes that rockets should wobble weakly (as in real life) or be completely rigid.

  6. 7 hours ago, MechBFP said:

    Shows a tech demo “this game was totally playable!” Release the actual game “this is just a tech demo!” 
    :confused:

    So when did the creation of KSP2 begin? Physics was already working in that demo, rockets could fly, there were planets. Or are you just here to laugh?

  7. 6 hours ago, MechBFP said:

    Now we are up to 6 years? In only a few short months from now the work on KSP 2 will have started 10 years ago.

    When did work on KSP2 begin? The KSP franchise was purchased in May 2017, at the end of the year, Private Division was spun off from T2 specifically to work with indie studios. By August 2019, KSP2 was already playable in many ways, there was already a multiplayer! So in a few months the game will be in development for 6 years and a few months. Or how much really? Five and a half years? Are there any facts? Of course, we can ask Nate, but I'm afraid he won't answer.

  8. 8 hours ago, Heretic391 said:

    It's to help players gain a basic understanding of the challenges faced in real-world rocket design, including structural consideration. i.e  entering Eve's atmosphere at 3000m/s with a large multistage rocket

    And the spontaneous disassemble of rockets after returning to the launchpad is a punishment for abusing the reload mechanics? Indeed, in reality, we cannot roll back the launch.

  9. 2 hours ago, jost said:

    Anybody who really wants the KSP2 developers to "work hardcore" ala twitter under Musk should be happy that KSP2 ist developed in the states and under it's broken labour relations law otherwise they would have even more days off

    Time spent at work is not equivalent to the amount of work done. If all the previous 6 years from 30 to 60 people have been developing KSP2 with traditional American diligence, then it is difficult to understand why the results were so modest.

  10. 29 minutes ago, LoSBoL said:

    I don't think SRB's in real life are just fitted to their decoupler only, I bet they are strutted as well considering the enormous torque they create.

    In real life, we can stretch the struts as much as we want, but this will not drop the performance in any way. What can not be said about KSP2 ...

  11. 4 minutes ago, Vanamonde said:

    This whole debate mystifies me. I have been playing KSP since 2012 and have never had trouble with excessive flexing in my builds. Something that's really large or an awkward shape might deform under Gs, which is when I reinforce it with struts or some other arrangement and go on my way. And after seeing this talked about so much lately I made an unnecessarily large rocket and flew it in loops and immelmans and stuff, and it barely bent. I just do not get it. 

    What about KSP2? Matt also has a lot of experience playing KSP1 and hasn't complained before.

  12. 2 hours ago, Periple said:

    What would you accept as the truth? 

    You’ve already said you don’t trust the developers. They’ve already said a lot. Several people here just accuse them of lying if they don’t like what they heard. Would you recognize the truth if it wasn’t something that confirmed your priors?

    Well, Nate made us believe that the game was polished for three years. So he is a good speaker and will be able to tell the truth so that we believe. It's just a little late, too much time has passed since the release of early access, too much pride in the game has been expressed, too few patches have been released. But he should at least try. Of course, there is an alternative option - to start going through the roadmap at high speed, to offer bloggers to play early access multiplayer (which developers have been playing since 2019) or to show the work of large colonies.

  13. 22 minutes ago, Rosten said:

    PEGI is an absurd system where you can get PEGI 16 for killing a NPC but PEGI 18+ if the NPC is knocked out.  It's more child-friendly to have the Kerbals die according to PEGI.

    But now kerbals are dying in pods in both KSP1 and KSP2. If a kerbal falls off a cliff, he/she will burst like a balloon. Apparently PEGI doesn't care that kids get traumatized for life (sarcasm)

  14. 16 minutes ago, Lisias said:

    PEGI 16, more likely. And you will need to ask PEGI for your answer,  as I'm only the messenger.

    But at least their rationale can be easily found:

    This rating is applied once the depiction of violence (or sexual activity) reaches a stage that looks the same as would be expected in real life

    https://pegi.info/what-do-the-labels-mean

    Well, if the experts believe that the exploding rocket is violence, then I could suggest that the developers add child censorship to the game. For fireworks and flowers to fly out of the rocket
     

    Spoiler


    Like this

     

  15. 6 hours ago, Lisias said:

    You are wrong. There're parents doing real parenting in the World, not to mention secondary damages, as losing partnership opportunities (as was done with Kerbal Edu - no Educational Institution will deal with PEGI 18+ titles). You also can't advertise PEGI 18+ games on medias intended for kids and teenagers, and so on.

    Unless you are really targeting PEGI 16 and up, it's really a bad move doing anything that makes you get such classification.

    Anyway, I do not understand why if a badly made rocket does not bend like a sausage, fall to the ground and explode, but explode immediately upon deformation, then the game will immediately become +18. So that the children do not get upset, devs can make sure that the kerbals always appear in a couple of weeks alive and healthy in the space center.  Like in the old animated series about Hulk, where he constantly shot down helicopters and broke tanks, but we were always shown that the crew escaped by parachute or on foot.

  16. 34 minutes ago, Lisias said:

    KSP¹ is PEGI 3 and IMHO IG should do whatever they can to keep such classification on KSP 2, or at very worst a PEGI 7 - and, so, they need to avoid too much realism on how the vehicles are R.U.D.ed.

    So, too much realistic crashes should be out of the menu - not to mention the Kerbal's fate: on KSP¹, they don't "die", they "poof", got a Missed in Action on the Hoster and two hours later they "respawn" as "Available".

    That said, there's nothing preventing them to sell a DLC with realistic crashes, implemeting what you are asking. The game itself keeps a PEGI 3 or 7, and people old enough buy the DLC. The best of both Worlds

    In KSP2, rockets explode quite brightly with a rating of 3+. It seems to me that a very small number of children play KSP1/2. In addition, these ratings are unlikely to stop anyone. I just checked one indie game with a rating of +18 on steam, in its official group 40% of subscribers are under 18 years old.

    5 minutes ago, Kerbart said:

    I never used autostruts and I don't have wobbly rockets. I applaud Matt's daring designs,  but the monstrosities he tends to launch have little to do with engineering.

    But in his video, he launched a completely ordinary SLS and it wobble a lot. It is almost impossible to launch something monstrous into orbit in KSP2. The point is that if you reproduce a common mission, for example, Apollo 11, then without a huge amount of strings, the rocket will behave like a sausage.

  17. 39 minutes ago, Lisias said:

    The Kerbal's "goofiness" is what makes the harsh path to the success palatable for me.

    This part of the game allowed a lot of forgiveness. I remember how in 0.90 my craft on Duna had a bug and it was possible to constantly release a kerbal from it, although there was only one inside. Moreover, there was even a reactive effect if you "shoot" them often. It was incredibly stupid and funny! Then I just reloaded and continued the mission. But for some reason, with KSP2, such a trick no longer works. I don't know, the magic has gone somewhere. Something similar happened with cyberpunk. There were so many jokes and references in The Witcher 3 and it was very difficult to criticize the stupidity of the plot, which was actually at the end of the game. It's just that no one paid any attention to it. In cyberpunk, the plot was very serious and for some reason the stupidity of the plot was very striking.

    46 minutes ago, Lisias said:

    And how you suggest the game should support the user's diagnosing for such problems, once they happen?

    I like how it happens in real life - the crack of the skin in a weakened place, then a flame escapes from there, and then a deafening explosion. Maybe in slo-mo. If there are no fuel tanks nearby, then the craft just falls apart.

  18. 12 minutes ago, Lisias said:

    The problem we are facing here is that "wobbliness" happens when we abuse the part's strength.

    Let it be better to have some kind of game convention that the details in the game are made as if from cast iron, than we will see iron cylinders over and over again that behave like a bunch of sausages.

    15 minutes ago, Lisias said:

    Most people like to have a good laugh when playing, and so a janky Kerbal tech is usually the way most people go.

    For some reason, it's very hard to find a video on YouTube where someone happily builds crazy crafts in KSP2 and laughs along with their subscribers. KSP1 was a semi-cartoon indie game where the hangar was insane place for drifting. KSP2 looks more realistic, and nothing happens in the hangar. Somewhere that unbridled fun disappeared ...

  19. Wobbling rockets are very easy to fix, just increase the parameter JOINT_RIGIDITY in the file PhysicsSettings.json by a 1000. Perhaps someday the developers will make such a simple hotfix. This will definitely make the fans happy.

  20. 9 hours ago, PlanetExpressCaptain said:

    I actually disagree with this. It’s a way of letting the community know this is something a part of the team would like to work on but they need to hear that from the community and not just the team. 

    And for me, hearing the answer "to the forum" seems not very pleasant and looks like the answer of a bureaucrat. Instead of unanswered questions, it would be better to choose the remaining questions that were not raised at the AMA.

  21. 13 minutes ago, Nate Simpson said:

    More AMAs

    Is it possible to choose in advance those questions to which the interviewee will be able to answer something other than "thanks for the feedback, to the forum!"? It seemed to me that the questions should somehow be coordinated in advance so as not to embarrass the person in front of the camera.

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