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KSP2 Release Notes
Everything posted by Bej Kerman
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I've played the old versions a fair bit myself. I can say with reasonable confidence that there are rose tinted glasses involved here.
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Are people seriously only just learning KSP 1's half-baked excuse for gameplay isn't being done 1:1 in KSP 2, and is being replaced with adventure mode?
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That's just semantics and is ultimately a meaningless distinction. When people start making the devs out as liars because of that """meaningless distinction""", then it really isn't meaningless.
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And you say [snip] that KSP 2 as it is now reflects how it'll be in a few years, or even a few months? You're forgetting that this isn't the release and it's already dealt with a bunch of loose bolts that knackered the KSP 1 experience. Forget the newbies, EA is not for them. Newbies will get to enjoy KSP 2 when it's in a more presentable state. "It seems you look at KSP1's failings and see them as making the game "overpriced," but look at KSP2's equal failings, and discount them." Because Squad's got a full release title that, for a good chunk of that release period, didn't have a dV indicator. That's just depressing. Is it not? KSP 2's failings are inevitably going to be ironed out, unlike KSP 1's as it seems Squad gives up on adding features.
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You won't need mods FOR SOMETHING AS BASIC AS A DELTA-V READOUT.
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But we got this indicator in the mechjeb Again. Squad relying on 3rd parties to do their job of making a game with the most basic features implemented. These are basic features and you think you're making some kind of point for KSP 1 when telling me "but mods!". Mods, and KSP 1's reliance on them, just hammer in how unfit Squad was to make anything bigger than a mobile game.
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At least it's there and mostly works, unlike KSP 1 where you had to rely on third party measures for something that arguably should have been present at least before 0.17 brought planets and dV became very important. It's present here in KSP 2 from the very start and I expect it'll be fixed in the future - it's not a case of it being completely absent and planned for "when it's ready" (at the very least half a decade), like it was with Squad. That's what really gives me hope for KSP 2. Yes, there's no thermals, radiation, etc. But the foundation is there, and the developers aren't skipping out on critical bottom-layer features such as dV, persistent thrust and properly-functioning maneuver nodes.
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KSP1 turned out not to be a very difficult game, since only a few newcomers led by Felipe made its core. The developers of KSP2 apparently decided not to use their experience and develop the game blindly. "Blindly" isn't an EA game being as buggy as your usual EA game. "Blindly" is getting planets in 0.17 and waiting over half a decade for a dV indicator. THAT is blind.
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Quicksaves seem to break wings atm
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Things in KSP1 that I miss
Bej Kerman replied to weirdfish's topic in KSP2 Suggestions and Development Discussion
What was Squad doing that was so much more important than dV indicators? EVA Chute. Of course. Doesn't really matter anymore seeing as the burn portion of the trajectory is highlighted anyway. Exactly It'd also just be another redundant scene change. The main menu already lets you access the currently implemented facilities instantly. -
KSP 2 is in an even better state than NMS was at launch because it's open about its EA state and Intercept was allowed by the publisher to be transparent about the lack of features on launch. So I've still got hope. In NMS' case, many people didn't realise how many features were gone (some actually promised, some claimed to be promised by journalists) until they already spent money.
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And you're speaking from 0 experience or research, presumably.
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The controls in the editor should be a carbon copy of the original.
Bej Kerman replied to Azimech's topic in KSP2 Discussion
You rotate the camera until you see what you're looking for. -
The controls in the editor should be a carbon copy of the original.
Bej Kerman replied to Azimech's topic in KSP2 Discussion
That doesn't mean "ignore something that's clearly far superior if the rusty editor you're used to does the bare minimum of let you build stuff". -
Funny you say that... https://spacedock.info/mod/3256/LagRemover "mods are going to fix the performance before the devs do!"
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Completely this and what Periple said. I keep seeing obviously bad faith forum members slamming the developers for saying "we killed the Kraken!" without even BOTHERING to check what they ACTUALLY said "We're going to kill the Kraken!" Not "We killed the Kraken". Now obviously I can't name and shame and even if I could I still wouldn't because it's just not a good thing to do, but I will say that some members need to take themselves down a peg. "I would've pushed out a small optimization by removing what's causing the fps problem" is a disgustingly bad oversimplification of development.
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I'm not convinced that this is important, because frankly it's not. There's a million things each sector of the dev team has to be getting up to, and adding an option to make Kerbals borderline uncontrollable isn't one of them at the moment. (Also, I hate the Expanse. For all the times I hear people banging on about how realistic it is, there's just way too much pointless squabbling between all those flat and dry characters, to be happening on a military vessel.)
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So people claim mods will be the saving grace of KSP 2's performance issues... https://spacedock.info/mod/3256/LagRemover
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Trusting your brain to remember things correctly is not a good idea.
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This definitely happens when reverting to the VAB, possibly when reverting to launch, and also could have to do with loading quicksaves. At least, in my save as of a few days ago. It was working for me and it still works for other people, but now this happens. When this bug is in effect, the game returns a blank white square in place of your chosen flag and existing quicksaves and workspaces do not appear to be read by the game. If you quit the game and reload a quicksave that was made when this bug was in effect, it'll come back just as before. Workspace loading doesn't work so if you were making a ship when you realised this bug was in effect, you can only load it using quicksaves and will not be able to bring it back into a healthy save. You can view quicksaves that were made with this bug in effect, but when you load it, you can't come back without a relaunch, hence your creations being stuck and unrecoverable (as far as I know). https://pastebin.com/Yee2YaWa https://pastebin.com/WhdKdxMs
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- save file
- corruption
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(and 1 more)
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They're pretty aware of how brave it is to make the claim they did. But of course you're going to conveniently ignore that if it lets you shift the blame for the chosen release date onto Intercept's shoulders, rather than Take Two. "The developers said they killed the Kraken!" Bull.
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Ah, yes. The tried-and-true trick of completely butchering what was said to discredit the developers of something. It worked for No Man's Sky, by Kraken it'll work for KSP 2. "We're killing the Kraken-- That's a hell of a claim..." "We're slaying the Kraken! Our ultimate goal is to..." yada yada. I didn't expect much better from forum users than to kill their own goodwill by coming up with something the developers never said, or completely misrepresenting what was said.
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And you're just going to forget how transparent Intercept has been about EA like that? Those 2019 "promises", assuming they said anything about promises, are outdated and invalid. Look at the up-to-date facts. They focused a lot more heavily on fundamental problems like high-speed collisions and calculating constant thrust trajectories, rather than taking the Squad route of adding mediocre feature on top of mediocre feature and keeping players interested through exploiting a short-term interest in novelty updates. Squad had 0 excuse to deliver planets six years before even thinking of adding a dV indicator. Zero! You are entitled to think what you think but frankly the last thing I want to see is KSP 2 doing what Squad did and keeping a playerbase through novelty updates. Again, Squad added planets before they had the smegging readouts needed to determine if you can go to them. Half a decade before you had said smegging readouts! Half a decade of functionality < novelty! That's disgusting, frankly! And I'm happy Intercept is focusing on these foundational features than things that are useless without that foundation! Just look at NERVs, Squad never added a different, less dense fuel source for them, and that ended up breaking them. NERVs could consume liquid fuel as if they were something a lot less dense, and could share it with other engines. That made them simply broken and frankly I'm surprised that I nor anyone else noticed this nor were more fussed about this. Gross mistakes like that being avoided is PRECISELY why I've been awaiting KSP 2 and I'm getting exactly what I wished for. A foundation that isn't grossly undercooked. A game whose pricetag deserves to not be negative. Gameplay elements are missing but at least Intercept has bothered to include fundamental elements of the foundation like non-impulsive maneuvers and persistent thrust. Given that Squad managed to do something as daft as add ion engines and not for one second think of adding the persistent thrust needed to use them properly, I heavily doubt KSP 1 deserves its current price tag. KSP 2 is missing gameplay features, but at least it's functional unlike KSP 1 where people have gotten so used to all the places it's broken in that the slightest bit of criticism towards it riles up people and their sentimental attitudes to KSP 1.