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KSP2 Release Notes
Everything posted by Bej Kerman
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Well, I just don't think there's much creativity in saying "hype" or reminding us of a deadline the devs never actually set, nor is it much fun. Coming up with lore bytes was fun though, and didn't detract from actual hype. That's what I don't get about the seemingly random reminder to stay on-topic, because it really feels like we were on-topic to begin with
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I don't understand what hype is if not us generally speculating about what's in the game lmao I was going to ask this right after receiving that reply, but didn't want to come off as argumentative. I really don't know what draws the line between hype and discussing anything KSP 2. We were doing literally nothing wrong or off-topic by discussing fun KSP 2 lore in a thread meant for hype. What are we supposed to be doing here? I saw the lore discussion as nothing more than an on-topic branch of dialog to distract us from the typical "it's been one day since I said the dev diary would be due" we get from random people occasionally. That's all how I see it.
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That still goes against the spirit of KSP. Aliens in any shape or form beyond bacteria are a hard no. NMS and 1984 Elite already provide universes full of aliens to take missions from, but KSP should be depicting the Universe as it really is - mostly sterile, ripe for discovery. A mission to build a station from a Kerbal corporation as opposed to an alien one would be functionally identical and still fit KSP's spirit, anyway - there's very little need for aliens besides appeal to a space-opera audience KSP wasn't designed with in mind, and as I said that's not what KSP is meant to be doing. It's not a personal choice, it's literally the reason that it exists, to provide beginners with a simulation of real physics back when such a thing aimed at newcomers was rare. Now KSP 2 can properly extend that to stuff like extracting bacteria and science from Duna's ice caps as its scope expands well beyond that of KSP 1 and can teach new players about how planets will be detected and probed. Definitely nothing multicellular, though.
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Well I hope the mods move these comments instead of deleting them, because these things need to be said; nostalgia is not a good path towards improvement.
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What Master said Statistically speaking, 94% of pollers on this forum don't have expertise in the area of game design their polls concerns. Subjectivity only goes so far; there can be objectively bad UI designs, for instance KSP 1's design with a blatant disregard for how human eyes work. It's a problem Sibelius has and you'll know it if you either compose music or watch Tantacrul, but in KSP 1 it's exaggerated to ridiculous proportions - the two most important aspects of a landing, the altimeter and velocity, are literally on opposite sides of the screen + makes the time constraints of a powered landing worse as you waste time trying to interpret readouts, made worse if you have autism, dyslexia or any of that sort, or something related to sight. KSP 1's UI probably breaks at least one accessibility guideline, I am confident enough to bet money on it. KSP 1's UI is a sorry mess and it's a wonder KSP's life cycle came and went without anyone batting an eye at this atrocious design. I get that real people designed it and I'm being a bit harsh, but it was acceptable when KSP 1 was a highschooler's pet project, although SQUAD has grown considerably as a game company over KSP's life and they've had a decade to review the UI yet it's taken us until KSP is reincarnated as a completely different game for us to get an actual functional UI to use. A decade, many developers passed, and not one suggested revamping (or slightly shuffling) the UI. Having a radar altitude mode for the altimeter was a higher priority than having it moved to the bottom of the screen with the navball (or better, the navball moved to the top to fit more down-screen room for landing views). That's one small change that could have drastically improved landing experiences. One tiny change, one relatively easy thing to implement.... That's enough ranting from me, venting stress from prior botched landings because my two eyes were trying to split between three important things - speed, altitude and the lander's physical relationship with the terrain. I can't thank Intercept enough for blessing us with a properly considered UI. KSP 2 will fix all the lazy things KSP 1 left modders to deal with. Don't stop your work, Intercept.
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Good thing they made it a regular font instead. For the record, the new UI is great and I'm not opposed to it. It does not leave your eyes ping-ponging between the top and bottom of the screen for altitude and velocity readouts. Having those at opposite sides of the screen was a daft design choice of HarvesteR's - yeah, that's not how eyes work. The UI from 0.4 was messier but ironically better because the UI elements were knit tighter, so it's crazy how the game threw that out pre-0.7.3 all the way to 1.12 in favor of... Nevermind, KSP 2 is fixing it once and for all. Altitude and velocity will finally be next to each other, as if the new designers know how their own eyes work. I'm not sure why I ramble like this.
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KSP 2 Multiplayer Discussion Thread
Bej Kerman replied to Johnster_Space_Program's topic in Prelaunch KSP2 Discussion
Someone who has developed games or spoken directly to developers before would know this is wrong.- 1,629 replies
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Sorry, what should we be doing instead?
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KSP is the ultimate sandbox, it can be whatever you want it to be using your imagination. Traveling to other solar systems is something for when you have completed the original tech tree, it extends the game and gives you more to achieve. Doing missions and forming trade routes with an alien race to open up new technologies and improve your standing with them adds lots more to do and increases the immersion for those who really get in to that side. KSP is an education tool first and foremost and it'd leave a very sour taste if the game touted a universe where 9 out of 10 planets have a station around them inhabited by aliens. It's not KSP. The most KSP should do is bacteria research and it should end there as that's as far as modern science can see in regards to aliens. If you really want it, build it yourself; "it can be whatever you want it to be using your imagination", but don't have stations already there waiting for you. It kills the spirit of the game. That is not a niche for KSP to fill unless you want to populate the systems yourself.
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KSP 2 Multiplayer Discussion Thread
Bej Kerman replied to Johnster_Space_Program's topic in Prelaunch KSP2 Discussion
What? Explain?- 1,629 replies
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This as well... I hope the bacon doesn't go sour by the time they find it.
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That's very No Man's Sky or Elite, but it is hardly Kerbal. That's besides the fact there is no scientific backing for other civilisations in the Universe yet and there's no good way to do this in a realistic way. Other games fill this niche, namely No Man's Sky and the Frontier/Elite series as I mentioned earlier. They're worth checking out if you like space-opera type fictions.
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YES!! Absolutely yes,because you use no mods Surely that counts as cheating
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KSP 2 Multiplayer Discussion Thread
Bej Kerman replied to Johnster_Space_Program's topic in Prelaunch KSP2 Discussion
I'm sure you can find some genres that doesn't go well with that, city builders for one, I'd hate to share my city with someone. But even there it would be perfect for tutoring new players. You both have valid reasons to think what you both think. And at that, neither of you are any more right than the other - there's no reason to say that KSP 2 would be better or worse off with multiplayer. This is a lot more personal than it is objective compared to other parts of KSP 2.- 1,629 replies
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Your version of KSP's backstory is the most Kerbal thing I've read today. I hope Jim is taking notes.
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Maybe the whole thing could start and end at the popup. You get two buttons, one puts you at the launchpad with the Kerbals having being escorted to the vessel so that everything is the way you planned it to be, and the other sends you back to the VAB. Instead of being an easter egg, make it something new players can have enabled or disabled so they can go back to the VAB easily if the game spots a flaw in the craft (instead of having the engineer's reports tucked away in a button no-one uses, it's all in the dialog box). Just a way this idea could be used to somewhat improve newcomers' experiences instead of hindering everyone. The biggest flaw with that idea though is the fact the engineer's report cannot tell between deliberate design choices and flaws - human designs are often too complicated for a mere computer-guided checklist to suffice. Still, even then it'd just mean spending half a second more at a dialog box.
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Um, clarification please? Was hoping for details about the game story and lore. I doubt it'll be much different from KSP 1 - no backstory, except for a tiny (relatively tiny) bit of flavor text for the parts and celestial bodies. The player is supposed to come up with their own stories, right?
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Um, clarification please?
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Past its first birthday, without a doubt. Arriving to the point of celebrating the 10th anniversary and having a sequel developed by a big publisher? Doubtful. It got to its 10th birthday and is getting a sequel mainly because of the aforementioned reasons. I doubt mods made as big of an impact as people claim it to be, you'd still see 90% of the "KSP inspired me to get involved with NASA" posts you see now even if KSP never had official modding support.
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We're not asking you to be super serious nor are we shaming you, we're just telling you that an easter egg which obstructs normal play of the game isn't cute or fun. It's a completely fair thing to think - in practice, players would be more likely to think that they were hit with a bug. This'd probably cause spam in the bug tracker.
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That's a bit of a leap. Even with mods out of the equation, KSP filled a niche between getting interested in spaceflight and using complex simulators like Orbiter, otherwise there was a massive gap to fill with tutorials and written guides if you dared want to know how any of Orbiter's physics worked. It also especially worked out as a relatively simple orbital physics game for casual people not interested in going hardcore. Point being, it's probably worth re-evaluating the idea that KSP only made it past its first birthday because of mods.
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where ? , can't find it It was deleted.
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Can we strike modding off the list for the sake of console players?