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MechBFP

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  1. Keep in mind that is planning to be VERY early access. Basically a tech demo at that point.
  2. Take Two owns PD so by extension they own all the IPs as well. They made it abundantly clear in the statement regarding the sale that they are focusing on big AAA titles and mobile games, and therefore sold off everything PD was working on since that was their “indie”/small title division. And since it is pretty obvious KSP doesn’t fall into either of those categories, the only logical conclusion is that it was sold with PD.
  3. Meh, the damage was done and likely any relevant talent and experience has since been lost for good. I am more interested in KSA. If they actually resume production on this, it’s going to take a damn near miracle from them to make me care about KSP2 again. EDIT: Although the above statement is null and void if the company is Rocketwerkz lol.
  4. I went with nuclear power and in my opinion it is more fun to than setting up a tedious turbo fuel setup. 3 uranium fuel rods per minute, turns into 4 plutonium fuel rods per minute with alt recipes, which turns into 20 (then slooped to 40) Ficsonium Fuel rods per minute. That setup produces 237.5GW of power. Note that the Ficsonium fuel rods aren’t worth it from a practical purpose, you either need to sloop them to get the extra dark matter residue (and slooping them has a rather ridiculous power cost which almost nullifies the benefit of using the rods), or you need absolutely massive amounts of SAM. However I did them anyway just cause I wanted to have a fully automated solution with no waste. As a side note I was able to get to nuclear quite easily by simply building generators from heavy oil from plastic/rubber factories and only needed to use one oil node to setup a regular fuel generator farm to be able to have enough power to get to that point.
  5. Reminds me of this: Buzz: You're mocking me, aren't you? Alisha: Yeah, but in a supportive way! lol Anyways, good luck to everyone involved, I know there is gonna be ALOT of salt to wade through from a community perspective so don’t let that get you down.
  6. Hey I didn't even need to login again, thanks moderators and mysterious tech person.
  7. The fact that is was only renewed for 6 months is definitely telling. You don't renew something on a 6 month term in a company unless getting rid of it is in the cards as an option. Unless of course someone paid out of pocket for it as a gesture for the community, in which case big kudos to them.
  8. Steam broke something, if you look on SteamDB you can see that the change that broke this also broke about 9,400 other applications.
  9. Ya it has been having issues for over a month now. If you just keep refreshing it eventually works again.
  10. You have the linked in profiles of the entire dev team? And have checked them all? Wow that’s impressive.
  11. The WARN notice was simply them being given notice about being laid off. We have no idea what happened to everyone after that. Obviously a number of people did indeed get laid off and left Take Two/PD based on their posts online. Some others may have had success bidding in internal job offerings and are still at Take Two as a result and only they know what they are doing now.
  12. The launcher is like 25MB. Really no point, just ignore it. Otherwise just backup and then manually delete Steam\steamapps\common\Kerbal Space Program\Launcher_Data and Steam\steamapps\common\Kerbal Space Program\Launcher.exe and see what happens.
  13. I personally don’t see the need. Useful when they first came out but I don’t think there is enough discussion surrounding them to warrant it. They would just be mostly dead.
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