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KSP2 Release Notes
Everything posted by Bej Kerman
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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
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Hopefully he succeeds in finding a new job, and hopefully that job isn't for a corporation that doesn't know if it wants him to work on a DLC for an existing game or make a sequel from scratch. And will only give him the budget and the resources for the former either way.
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Can a new thing not be allowed to take KSP's place?
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You think? Bless your heart.
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Gravity assist? You mean aerobrake? It shouldn't matter what way you're coming in. If it does, it spins the same way as the other planets. You're not going to tell what mods you're using? I'm guessing EVE. The problem is that Stephen can't see which way it's spinning. I'm guessing that's not the problem you had.
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Yes, obviously. It's still good enough you can show it to someone who has only ever been exposed to Star Trek and Star Wars and say "this will give you a better idea of how rockets work in real life". You can demonstrate things like gravitational assists, the Oberth effect, aerobraking, gravity turns, dV, etc. with KSP, then they'll have a rough understanding when you start showing them real-life space missions. The ways KSP differs from reality only serve to make understanding the concepts it shows easier to understand. The question I have for you is what real-life concept that black hole-like lagrange points are meant to approximate, because anything you can do absurd gravitational assists around don't approximate lagrange points. Yes. Planets are singularities, because why would Squad model planetary interiors when it's not a state you're meant to achieve in intended gameplay? Okay, yeah. I agree here. Squad didn't do Kepler lagrange points because all the ways you'd need to fix patched conics to avoid odd things like your vessel entering an L1/2 point and being spat out of the system would just lead you back to doing N-body gravity on the vessel. Uh, okay.
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And it's a "solution" that Squad has thought of and has been suggested, but deemed too inaccurate to implement. An approximation of lagrange points you can do gravity assists around is a crap approximation, and to say it fits in with the rest of the game is silly because 1/10th planets and kepler physics at least give people a good enough idea of how spacecraft fly around in the real world. The planet Kerbin, 1/10th scale planets, and the gravitational maneuvers you can perform using stock Kepler physics have real world analogues, and you can teach players principles like gravity turns and gravitational slingshots with these - but there are no real world analogues for magic black holes that can remain fixed at L1/2 points without perturbing the system they're in. Not unless you bring the bar for "real world analogue" way down. That's to say: it's not, as some people think, a case of Squad developers being too dense to bother with an obvious solution. Even with KSP's less realistic aspects considered, it's still a bad solution. Okay, so you haven't read the entire reply you quoted (75 words, only 13 of which ended up in your quote). I said in the reply the point of this discussion was to debunk the idea people have that "this is an obvious solution, I can't believe Squad was so dense they didn't think of this". I couldn't care less about the mod itself, it was only the catalyst of the discussion.
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I think you might be missing the point. People think this is an "obvious solution" and Squad are a bunch of thickos for not thinking about it, but they have thought of it and it just isn't good enough for stock KSP, even compared to minifying the solar system so launches are quicker and distance-related errors aren't as bad. I don't actually care about using or complaining about the mod myself.
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What's your most controversial KSP opinion
Bej Kerman replied to Zum of all trades's topic in KSP1 Discussion
I'll go out on a limb here and say that Rocketwerkz could probably finish KSA and the bespoke space simulation engine it runs on before modders can decompile KSP, port it to Unreal, and convince the new IP owners to allow its distribution. -
You think an ultra-dense planetary body is in the same bracket of unrealism as a system full of dozens of black holes that miraculously balance themselves at all the L1/2 points of all the moons and planets? Because it's not. 1/10th scale planets with kepler physics is good enough for introducing players to gravity and space travel, representing lagrange points as black holes was not 'good enough' for stock KSP. Reality doesn't validate the image you have of Squad's developers all sitting around a table thinking "how could we possibly represent lagrange points in a keplarian universe?" and failing to think of what this mod does. They certainly thought of it, and they certainly heard it a lot from players, but it's not the "rather obvious solution" you think it is. Black holes that you can use to swing 180 degrees in your orbit is clearly not the miraculous key to L-points in keplarian physics that Squad was looking for.
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What's your most controversial KSP opinion
Bej Kerman replied to Zum of all trades's topic in KSP1 Discussion
The "turn KSP 1 into what KSP 2 promised" modpacks will never be complete unless modders can implement the features KSP 2's dev team said would be required to avoid the late game being a milk run slog.