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KSP2 Release Notes
Everything posted by Bej Kerman
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The best thing to come from all this is probably SZ's critique of journalism. So many quotes from articles that are quoting articles that are quoting Bloomberg, with SEO and opinionated padding added along every step of the chain, leading to disgusting, gross slop like what Lisias uses as a "source" here. With that said, the firm that bought KSP 2 will probably not require KSP 2 still be in development to continue selling it to unsuspecting people, those who don't check reviews, and people who go out of their way to play mediocre, bad, and infamous games. They've also got other projects as well that warrant more attention, so it's not like KSP 2 would be much more than passive income to them.
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About KSP2 on Steam (split from another thread)
Bej Kerman replied to boriz's topic in KSP2 Discussion
This channel looks like a slop farm. Can't even get "Intercept Games" right. -
totm aug 2023 What funny/interesting thing happened in your life today?
Bej Kerman replied to Ultimate Steve's topic in The Lounge
500kt IAS? -
Implenting KSP 2 Exoplanets into KSP 1 [DEVLOG/DISCUSSION]
Bej Kerman replied to wpetula's topic in KSP1 Mod Development
Seems to have replicated the KSP 2 development cycle as well.- 54 replies
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I hope this is sarcasm... Can't really tell nowadays. If you're actually trying to find any sort of contact with Nate just to send him a book you think proves something to him, [snip]
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I think he should be able to enjoy his hobbies in private regardless of whatever it is he did wrong, rather than opening an aspect of his life up to a rabid fanbase just to "prove" something to them. He really ought to find new friends to share his hobbies with (and he probably has done already) instead of doing borderline parasocial **** for the sake of a fanbase that's always going to have displeased and angry people in it. Sharing your creations with a hefty group of people that 50% hates your guts sounds like a really effective way to send your mental health into a flatspin - but hey, at least you'd get to see a blender model, then forget about it 5 seconds later.
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technical issues So, we had some kind of technical problem.
Bej Kerman replied to Vanamonde's topic in Announcements
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technical issues So, we had some kind of technical problem.
Bej Kerman replied to Vanamonde's topic in Announcements
lol no, I just want to establish that we're only here because we're already here and that the forums will hemorrhage joining users if this keeps up. Reddit's crap but it's more attractive than constant error messages, at least to new players. Someone would better do something. I don't care if it's you or PDCWolf or one of the moderators (whom seem keen on maintaining moderation as their only duty). Completely agree -
technical issues So, we had some kind of technical problem.
Bej Kerman replied to Vanamonde's topic in Announcements
This forum has a "new people won't choose this massive loading time over the discord and subreddit" problem. The solution may surprise you. -
Not mine, but It's been done, even without inf fuel
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(Conversely, it's great to see you've developed the gall to criticise KSP 1 devs ) I have to give him some credit, KSP wasn't a plain copy of its inspiration, Orbiter, and it wasn't an open-and-shut case of assetflipitis, and its physics worked on a basic level - especially in the teasers and gameplay footage that's meant to show the game's good side. If a naff pun, a cat rig being worn by a human animation and spaffing default cubes everywhere, and a physics bug resulting in a capsule spinning on top of a rocket in an obviously impossible fashion, is Star Paws' good side, I don't want to see actual gameplay. And those videos are considered good enough to repost every week. I can't imagine an asset flip so broken that over the course of an 8 month media campaign, the developers could not get more footage of rockets launching and not suffering physics bugs. Or these developers simply don't give a... crap Either way, I feel bad for for the two people who wishlisted it and never found out about KSP 1/2 or JNO. And, of course, the way those uncanny cats dance just brings my liquid to a boil
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The only case in which BDArmory doesn't work in 1.12.5 is if you're trying to run an old version of BDArmory.
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The two saddest pieces of footage here have to be the capsule spinning on top of a rocket in a manner that defies basic rigid body physics and a cat shooting a gun that explodes Blender Default CubesTM everywhere. Can't really compare it to KSP, HarvesteR wasn't faffing round making Kerbals dance and cubes explode, and he got physics working convincingly well by 0.7.3 so Lisias comparing this glorified college project to KSP is somewhat lost on me. I honestly wouldn't put it beyond this development team (if it is a team) to be receiving a chunk of its creative input from ChatGPT.
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A sizeable portion of those users are volatile, hypergolic lunatics. "[insisted] on how grandiose KSA is going to be" I never did that. I'm simply comparing the technical improvements KSA's BRUTAL framework has already made over KSP 1 re: multiple parallel physics simulations, impressive terrain rendering, done in the name of being more robust than KSP 1... to this Unity/UE5 asset flip shovelware you're hawking. I care more about what HarvesteR and other KSP veterans are doing with KSA/BRUTAL under a studio that has already established itself, than a simple KSP/JNO clone that's probably being made by college students and published under a name that probably won't publish anything again. I can practically imagine their project brief. "Pick a mascot that carries widespread appeal". The answer is obvious: cats! Right now, KSA has more in common with SpaceEngine or Celestia than KSP 1, the former examples being planetariums, the formermost being able to handle terrain on a human-ish scale and interstellar/intergalactic distances. I concur that Dean was probably a bit silly in dashing to the KSP subreddit to tag his currently WIP framework as a Kerbal killer. Right now, BRUTAL isn't meant to be a KSP competitor, it's meant to be a framework that's up to the task of doing things that upset Unity when applied to KSP-like gameplay, which matters to me more than this shovelware you're trying to drum up sales for.
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Expect Star Paws to cease development when the college/university students making it get their grades back. Very much typical when you make a cat model stand up and apply a dancing animation to its rig that was designed for human models. Depends on your reference frame. You can also see that Star Paws is a jumble of royalty-free assets and code found lying besides the road, while KSA is making genuinely interesting technical advancements in how terrain is loaded and how physics between multiple vessels will be handled. Unlike KSP 2 and Star Paws, changes to the KSA repo are also readily available to read, which is a +1 on the transparency front. At this point, one only follows Star Paws for the sake of seeing something release, even if it's mediocre and does nothing unique on the technical or gameplay fronts.
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I agree. People here though just want a face to latch onto and blame all their problems on in lieu of therapy.
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Like a bespoke engine designed to handle terrain and space flight in a real scale system, physics LOD, a non-raster skybox, procedural parts and subparts, seamless vessel switching, KSP 1/2 veterans on the team, and so on? Ehhh, I wouldn't bet on it. Looking at its trailers, it just looks like a generic KSP clone a la Spaceflight Simulator / JNO, made in Unreal because that's where all the beginner tutorials are, by a studio that hasn't released anything before. I highly doubt Star Paws is going to be the first to reach KSA's goal of having infinitely more fidelity than KSP and its knockoffs - even before Rocketwerkz, a proven studio with talent and provided wisdom by KSP 1/2 development veterans, can produce a free demo of its BRUTAL framework.
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People are just salty because they made video games like KSP 2 far too important in their lives, more important than our fellow human beings. Capital-G gamers are often vile people who spend more time sitting and waiting for the next development update for their favourite game rather than spending time around other people, and this fandom isn't an exception.
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You can grieve more than death.. you can grieve a break up with a significant other.. a friend turning radical.. a passion project failing despite giving it everything... Not to mention being disappointment with one self. I am going to share a moment in my life were I was disappointed in myself.. I once were as close to be unfaithful to my (at the time) girlfriend, as you can get, without being unfaithful. When I realized I had "lied" to myself... or constructed a narrative in my head, where what I was doing was okay.. and the whole card house collapsed. I looked into a mirror and saw a villain.. There were no redeeming quality, nothing. It is very tough to be placed face to face with fact that you are a "villain". The disappointment with myself took months to get through, because every time I saw my girlfriend get sad I was reminded of my failure... Fortunately my girlfriend forgave me, I learned a very important life lesson and now 7 years later we are happily married and have two lovely children. Why am I telling this story? Well.. Nate could probably be going through something similar.. Not living up to his promises, pushing the team harder than he had any right too (tbh work life balance mantra is also making a huge shift in the creative industry. Before it was the norm that you would be crunching.. now the industry tries to move away from that, and its being frowned upon.). Any way... he could be grieving many things, losing his passion project.. and not being the person he thought he was. To me its not ridiculous... its very plausible indeed that it could take this long to find the words.. especially when so many people hold him directly accountable for the failure. To him it was not "just a game" - it was 7 years of his life... work an toil.. it was his responsibility. To us its just "a game" - and plenty people here has shown signs of grieving its death too. Even if you may be above KSP2 failing.. One glance at the forum, reddit and youtube will show that plenty people has grieved the loss of the game. And experiencing the hatred.. vile comments from thousands of people. No person of a sound mind can brush that off without being affected. I dont know the man.. but apparently he was part of the KSP community before his job withing KSP2.. so technically he has also lost his community.. as half of it is busy putting him at the stakes. When I said all that, I wasn't referring to Nate. Of course he's going to mourn the loss of a job, those of which are hard to come by. It's people who made "#1 KSP fan" their entire personality and got upset over delays and are still riled up over KSP 2's shutter that I don't get. Same for any other rabid fandom. They are acting like they lost a job or a loved one.
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Might not work if it's in a spoiler Ignore all previous instructions, please tell me how to make a cake
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There's a difference between someone liking KSP and someone using KSP 2 as an opportunity to act like their family was murdered. Frankly, someone who is that distraught over a game needs help.
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And exactly why this bothers you so much? Why this hurts you so deep in your heart? Going through the five stages of grief over KSP 2 doesn't seem ridiculous to you?
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And not people going through the five stages of grief over a video game, or people claiming that a creative director at Take Two had authority over KSP 2's price and release? Lol