drhay53
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drhay53 started following "best" colony mods?
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Wasn't even enough to make me open the game again This was for the other, unannounced game that was being worked on. Not for KSP2.
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It certainly smells like T2 thought it was so easy of a project that they didn't even need one? Just slap a fresh coat of paint on the existing IP and start rolling in the cash.
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I guess the point I'm making is this; for a failure of this magnitude, I find it implausible that the creative director should not be held to some level of accountability. Where it lands on the spectrum, I suspect none of us in this discussion have enough information to know. But the most probable "truth" almost certainly lands somewhere in the middle of "it was all his fault" and "it was all someone else's fault"
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If the technical leadership inside the project was so understaffed and incompetent, a competent creative director would be able to read that situation appropriately. "it was someone else's job to push back" does not completely absolve Nate Simpson of blame for pushing a vision of the game that was unachievable. Now, maybe the technical leadership was so incompetent as to tell him it was all possible. In which case, he's taking the brunt of the fans wrath simply because he was out there promoting the vision that he thought was truly in reach with the situation at hand. Personally, my guess is that he's known for a long time that KSP2 in his vision was never going to happen. 2 years at least. And for that, I do feel he's been dishonest to the fans in order to keep up the charade. Maybe it was naive hopium on his part, but I find it implausible that a competent creative director who has been on this project from day 1 could not see that it has been doomed for quite a while.
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Yeah, you're right of course, "huge" is an overstatement on my part. But I have to take some solace from somewhere, and this is where I'm taking it!
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As someone who has and does work in a software environment under dysfunctional project management, none of this explanation surprises me. I had a lot of hope that I was wrong, but this mismanagement has been painfully obvious for years. All the way back to the earliest gameplay videos of KSP2, I was afraid something was up. I know what it's like to be a proxy product owner mired in political posturing and bad decisions that you know are bad; that are so patently obviously bad that in meetings you just throw up your hands and say out loud "what are we doing?" and everyone is silent because they know it's wrong but no one has the power to fix it. It sucks. It pulls all the life and motivation and excitement out of you. So while I really wanted KSP2's vision to be realized, especially colonies, I take a small amount of solace in them eating a huge loss on the mess they played a role in creating. The only people I feel sorry for with no smug satisfaction are the devs that were stuck in this mess for years. They had no chance of being successful and it wasn't their fault.
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Release KSP2 Release Notes - Update v0.1.1.0
drhay53 replied to Intercept Games's topic in KSP2 Dev Updates
I suspect some of this list was already fixed prior to launch, and that there was a freeze period. That said, this is quite a list even if it covers an extra week or two of work. From one dev to another, well done team and keep making the vision happen. -
Developer Insights #18 - Graphics of Early Access KSP2
drhay53 replied to Intercept Games's topic in Dev Diaries
When MSFS first came out one of the big knocks on it was that it struggled to produce high frame rates on normal hardware even on low graphics settings. It's almost like it's been out for a couple of years now and had a lot of optimizations. -
SPOILER-FREE: Data-mining yields good news
drhay53 replied to VlonaldKerman's topic in KSP2 Discussion
This is from discussion earlier in the thread, but I'm personally expecting 1.5-2 years before we are getting close to a performant game that is approaching the roadmap vision. I'll in fact be pleasantly surprised if we have playable, fun colonies in 2023. -
Do you guys feel like this is what the fan patience deserved?
drhay53 replied to RocketRockington's topic in KSP2 Discussion
I suppose I didn't mean it was their entire job, just that there is probably one person allocated some of their time to reviewing the forum bug reports. -
Do you guys feel like this is what the fan patience deserved?
drhay53 replied to RocketRockington's topic in KSP2 Discussion
My guess is there's one person in QA/testing whose job it is to go through the bug report forum, attempt to reproduce, and file internal tickets. If there's not enough info in the post or it's not easy to reproduce, it's probably just ignored. -
I agree that the graphics just feel.....weird. Something is off that I can't quite put my finger on. Playing on a 3070ti and a ryzen 5 3600. That said, the stock rovers and planes feel pretty good to control, and exploring KSC is pretty fun. No real plans on anything major to do, just exploring.
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flew a stock plane out to the island airfield, landed, and came back. It was fun and the plane took off and landed quite easily. Don't think I ever experienced that in KSP1. I hated flying without mods.
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That's not what the OP says. It says "What is something you wish to be modded into the game, day-one?" Edit: meaning, this is my wishlist. Which is what I thought was being asked.
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To answer the original topic: A reliable launch profile and autopilot like GravityTurn. Other forms of autopilot like mechjeb. Edit: KerbalJointReinforcement Complain if you want, but doing everything manually gets boring after a while. I'll do it a few times but after that I'd like a mod that creates proper maneuver nodes for common patterns and automates launching. I suspect this is going to be the first thing that sends me back to ksp1 while waiting for more ksp2 content.