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KSP2 Release Notes
Everything posted by Chilkoot
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A new "releasetest" "candidate" branch went up a few hours ago. I remain hopeful E: my bad.
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It's a fair assumption that there will be some very significant changes at Private Division following the layoffs today. Whoever green-lit this release and also the new Outer Worlds release (currently at 12% positive on Steam) will be walked out, and a new developer oversight group will be put in place. I hope the axe stops there and doesn't hit Intercept. One of the more interesting parts of this KSP 2 journey has been watching Nate evolve from dorky dev and Kerbal fan to a more grizzled and mindful leader. He is much more precise and cautious in his public interviews, you can see him catch himself when he is about to "promise" or reveal anything. I'd hate to see him thrown under the bus, though undoubtedly some of the lambasting of KSP 2 is on him.
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As long as the gravy train stays on the rails
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It will be interesting to see how the resource distribution unfolds. There was some magic in the old biome-dependent distribution of resources, especially when paired with something like *USI/MKS and the excellent "SCANsat" mod - in fact, the functionality that mod added created some of the most compelling and rewarding moments for me at least in KSP 1. Having a full, high-detail resource map for every planet/moon really felt like an accomplishment, and I remain hopeful something similar will be built in to the new resource gathering portion of the game.
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The dumpster fire that is 0.1 has not derailed the hype train for me! I seriously can't wait for some kind of progression mode (not a fan of sandbox), esp tech unlocks, colonies, resource gathering, and eventually expanding the influence of Kerbalkind across the galaxy! CHOO-CHOO!
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That's a heck of an assumption, and one that is not true for anyone I personally know that plays KSP. If it *were* true, there would have been a much more positive reception to KSP 2 as it sports more Kerbals, more elastic joints, and even more explosions.
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[Minor SPOILERS] Anomaly Locations (Don't post images of the anomalies!)
Chilkoot replied to Vl3d's topic in KSP2 Discussion
OK, some pointers in ... uh... point form: Holding an orbit just above 20k (sea level, not ground) will let you use higher warp speeds for visual scanning, and stay within the 30km render range of the anomaly. If you're too low, your max warp will be limited to 4x which is too slow for realistic scanning of fully unknown terrain If the body you're searching rotates on its axis relatively quickly, a polar orbit will let you cover the most ground without having to adjust your orbit. If the body you're searching is tidally locked, you'll need to come up with an orbital pattern that lets you cover the whole surface visually without orbiting hundreds or thousands of times. I still recommend a polar orbit with normal or anti-normal burns at the pole following each orbit - just bring tons of extra propellant. If the body has an atmosphere, scanning at low altitude is going to be a heck of a job. It may involve body-specific fixed-wing craft or other kinds of inventive solutions. Moving within an atmosphere is of course *much* slower, so ... yeah. Good luck lol. A few of the anomalies are visible in the dark, many are not. It's best to focus your scans on the lit side only as you'll never be sure if you're missing something in the dark. Happy hunting!- 64 replies
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SAS And Reaction Wheels Are Useless
Chilkoot replied to Scarecrow71's topic in KSP2 Gameplay Questions and Tutorials
I run into this problem if the craft is under acceleration during a save. When I load that save, the reaction wheels seem to become useless (sporadic). I've also seen this problem surface after firing up the Labradoodle engine on an upper stage. Sometimes* I get a nice, stable burn, other times it starts spinning uncontrollably, even at 10% thrust and a ton of reaction wheel built into the craft. By "sometimes", I mean the same craft, so it doesn't appear to be related to the build. Same rocket, sometimes it works, sometimes it doesn't. -
[Minor SPOILERS] Anomaly Locations (Don't post images of the anomalies!)
Chilkoot replied to Vl3d's topic in KSP2 Discussion
I understand the disconnect now - I was looking for some kind of monument in that location, but it's a... "geological feature" Here's another image with some seasonal lighting and a ship parked about as close as I could get it without the bug gobbling up the icon, in case others are having the same problems as me on Moho:- 64 replies
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[Minor SPOILERS] Anomaly Locations (Don't post images of the anomalies!)
Chilkoot replied to Vl3d's topic in KSP2 Discussion
If you see a ship icon on that map, you have better eyes than me- 64 replies
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There are other Early Access games on GeforceNow.
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[Minor SPOILERS] Anomaly Locations (Don't post images of the anomalies!)
Chilkoot replied to Vl3d's topic in KSP2 Discussion
The location of the anomaly is not in that image.- 64 replies
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[Minor SPOILERS] Anomaly Locations (Don't post images of the anomalies!)
Chilkoot replied to Vl3d's topic in KSP2 Discussion
I just dropped a ship there, and I don't see any kind of anomaly... I could be blind or just off course a bit.- 64 replies
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[Minor SPOILERS] Anomaly Locations (Don't post images of the anomalies!)
Chilkoot replied to Vl3d's topic in KSP2 Discussion
Moho... I don't see anything more than texture anomalies in the location shown in the top post. Has anyone confirmed there's some kind of real Easter egg on Moho?- 64 replies
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(cheer.gif)
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Hmm... I would doubt the publisher is ready to cut bait yet, without even a console release which is a very sweet plumb. I see in a lot of threads the mention of sunk-cost-fallacy (it's very vogue), but there's a difference b/w that and the risk calculation of recovering costs or perhaps not realizing potential returns on the current investment. Eg: If PD is, say, $20MM in so far and they completely cut bait, they will recover maybe 10%. If they believe they are 75% of the way to the "finish line" and still project strong sales of the 1.0 release, they are more likely to pony up the last 6 or 7 million to recover 80% or even hit profitability. I suppose it all comes down to what the new projections are for 1.0/console sales. You can bet they are absolutely scrambling to update those numbers given the online backlash to this release.
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I don't mean to be a Monday morning quarterback, but given the state of the game currently, there were probably at least two ways to have avoided the current review-bomb situation: EITHER: Don't sell as EA, but do a "preorder", where preordering gives you access to dev milestone builds like the one we have. This would have kept expectations low, and made the Kraken insanity more funny and less infuriating by framing it as "a peek behind the dev curtain". Additionally, Steam doesn't permit reviews on pre-order items. Con: this would have limited sales (PD wants returns on the books FY'23), and may have led to less feedback. OR: Start EA at a much lower price (~$20), then ratchet up as permitted by the Steam TOS each time a new milestone feature is released. The $50 tag does create an expectation with people, and the game is not a $50 game yet. Con: again, probably lower total sales revenue, and it would poach future revenues, too, if a lot of people jumped on at the $20 price point. You can bet that PD considered both of these options, but their analysis showed the $50 EA to be the best long-term path. It's clear they didn't predict the hugely negative press, and the long-term impact that press will have on sales for the coming years. Damage is done, unfortunately, but also undoubtedly.
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Just looking through the builds, and it's like Dev->Dev->Release Test->Dev->Dev->Candidate->Dev->Dev (repeat). It seems like they're not yet sure what they'll be able to reliably fix yet, so probably no patch notes until the very last moment.
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Very true, esp in a non-subscription model and doubly so when fleeing users outnumber retained ones. It seems harsh, but as far as sales and retention go (i.e., the reason the business exists), loyal, resilient players' feedback is of limited value.
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Steam's distro agreement says PD can't lower the price on Steam for 30 days, even on other platforms if they want to remain on Steam. The Mexico price drop was an unrelated re-valuation, and refunds are being issued where applicable.
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When the framerate drops too low, keyboard input fails. Pan your camera to below your rocket so you can only see the sky and the rocket in-frame (this pumps up your FPS dramatically), then give it another launch and see if you have better control. I tend to play at settings too high for my hardware, so I have to do this every launch/landing.