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MARL_Mk1

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Everything posted by MARL_Mk1

  1. A question just came to my mind. Okay, let's say we assume 100% the game and it's development as a whole are completely dead once they drop that supposed last patch they still seem to be working on. What happens with the game's status as Early Acces title? Is Take Two legally allowed to just, cut it's development short, get rid of any traces of promises and roadmaps, slap a 1.0 on it, and release it on Steam as if it had left Early Access taking everyone else's money? Surely not... right? Right?
  2. Hello @Judicator81! Thanks for this mod! I'm using it on my install since I use Restock and I'm hoping one day there'll be Textures Unlimited Recolour Depot configs for it. I've got a question though. Say I play with this mod on my save, and one day in the future I decide to uninstall it and install (or not to) a different colouring mod. Will my save/crafts be fine? Would I get any errors or bugs, or will they just color themselves back to vanilla without any side effects on my progress and builds?
  3. Wanted to check if TURD supported Restock and I just found out about this! Can't wait for it, if you are still working on them Edit: I meant to quote @Orbital_phoenix's post about Restock configs, but it didn't work heh.
  4. That's the thing... I've already tried everything on my side. I deleted and reinstalled KSP with only KSRSS and no other mods, the issue is still there. I think @ballisticfox0 is the person currently in charge of the KSRSS repository (? correct me if wrong) and probably could give some insight on what causes this issue, since I'm out of ideas. Edit: I tried clean installs of both the default and Reborn tree branches from GitLab and both are affected with the same issue.
  5. Since you are making a fresh install, could you please attempt to replicate my issue? It takes less than 1 minute Put any craft on the launch pad, then open the cheat menu > Set Orbit, select Europa and write 0 on the Semi-Major Axis, then click Set Orbit twice. This will make it so the SMA is set to the minimum possible and then teleport you to said orbit. Once you are in Europa's orbit, do you notice that tremendous, neverending lag?
  6. In my case it isn't Parallax (or any other mod actually by the looks of things). I got myself the perfect install and this messes up any plans for Jupiter completely ugh.
  7. This quote is extremely late, but I have installed KSRSS (https://gitlab.com/ksrss/KSRSS) and any of Jupiter's moons. including Jupiter itself are completely and totally unplayable due to the extreme lag. Lag starts at about the minimum possible Semi-major axis orbit you can cheat to and continues down to about 150m above the body's surface, when it instantly goes away. Since my install was heavily modified, I decided to make a copy and start uninstalling mods to find the offender... but no, it turns out this is an issue of KSRSS itself, because I ended up with a clean install where only KSRSS and its dependencies were installed, and all those celestial bodies were still impacted with the issue. If anyone playing KSRSS reads this message, please, let me know if you have this issue aswell
  8. If there was something where KSP2 outplayed KSP1 completely was in sound design. In specific, music. I loved the music. Duna's theme perfectly encapsulated my idea of how humans will feel the first time Mars becomes visible through the window. The sense of awe, wonder, fear, hope... Going back to KSP1 and landing on Duna with the forever known space music by Kevin Mcleod, well... it feels bland at best. I was wondering if anyone has looked into it, or if it's technically possible at all to make the game play a specific track or set of tracks based on which Sphere of Influece your craft/kerbal is inside of. There was also this cool feature where a version with more instruments was also playing in the background synced with the base one, and it only changed volume based on how much your engines were thrusting. God, Howard Mostrom killed it with this game's music, and I hope he feels so proud of it.
  9. Oh well, I guess it's time to uninstall and play some Juno then (heh, yeah... no.) Wait, exactly what was KSP2 going to do that would make building surface bases or space stations not repetitive? Sure, we know about automated trade routes, but the fact that you have to manually build those outposts and stations manually remains the same both in KSP1 and KSP2. The only difference with the current state of both is that KSP1 just works and performs better. And yeah, not going out there and claim KSP1 is perfect. We were all excited about KSP2 being a thing so we could get a better KSP1 and then some. But that hasn't and will not happen by the looks of things, so why would I complain about the only thing that we have left and that's been out of active development for... *checks dates*... half a decade now?
  10. Was* The game was starting to shine. As in, the current build of version 0.2.2.0, including barebones, basic science, is what we should've gotten Feb 24th 2023. I will be positively shocked if we see this game progress on the hands of a different studio tackling its current promises. I just don't. And even if it did, I would disengage from it completely until I saw it pop up on my Steam news some day in the future, and only then would I install and try it again. I have now sadly lost the entirety of the hope and optimism I had shy of just a month ago about Kerbal Space Program 2. If this radio silence is T2's tactic to undermine the community's reaction to shutting down their studio, they've succeeded. If an announcement came tomorrow mentioning the complete ceasing of KSP2's development and the death of the IP from a development standpoint, I wouldn't react a bit. I would get a clean KSP1 install, open CKAN, make my ultimate modded install, make a couple of copies of it and forget about forums, Discords and whatnot, and assume the last five years of patiently waiting for the game of my dreams were just that, a dream. Now I kind of envy those who kept it together and didn't get excited over such a beautiful cinematic trailer back in the day.
  11. By Matt's words on his two tweets, we may get actual, real information by the end of the week? "I have learned a lot these past few days, and it definitely wasn't their fault. By the end of the week you'll understand why." https://x.com/Matt_Lowne/status/1793376610684641541
  12. So this is how it's going to be huh... just corporate radio silence. This all has felt so stupidly awkward. How come the studios that were laid off by Microsoft were able to immediately announce it, yet studios laid off by Take Two are required to go completely off the grid until further notice? Genuine curiosity. I just don't really mind anymore, as it feels like the weird silence that settles after a bad joke.
  13. KSP will live on as long as people as talented as you (and multiple others) continue breathing life into it. Can't wait for this
  14. What hurts me the most about seeing the Kerbal Space Program IP fall into the realm of abandoned ideas is that those familiar with it don't consider it just a videogame per se. The impact this game has had on sparking interest on the spaceflight sector and the amount of people that have pursued careers and jobs on it simply because Kerbal Space Program showed up in front of them sometime during their life was enormous. Risking being proven wrong, there aren't many other pieces of media that managed to put some of the most incredibly complex topics and concepts in front of the broad public and turn them into something you can understand by approaching them and failing miserably while getting a laugh and a lesson of physics out of it. I listened to Outro today and teared up a little. This was the project I was looking forward the most in the entire industry, no matter how long it took to flourish, because I knew that despite the final result, the community would be there to shape it on its best form.
  15. Isn't Take Two going to have a public meeting with shareholders or investors or something soonish? Maybe we'll hear more about this "officially" by then. (Officially, meaning through the project lead's mouth, that is.)
  16. Dakota has also announced it, in more of a "might, may, dunno" tone, but we already know what it means. Oh well... so much for keeping my hopes up
  17. Well of course there will be something. If the studio folks really have been given 60 days to leave their jobs, they must've also been told to wrap things up, finish the remaining work for the next patch (whatever they were finishing up for 0.2.2.0 and 0.2.3.0) and ship it next to a final post on the forums the likes of: "KSP2 0.2.2.0 Release Announcement and Farewell Letter" "Hello Kerbonauts. We're announcing that patch 0.2.2.0 will be releasing May/June ##th. Sadly, we also have to announce that development of KSP2 has ceased and that means this will be the last content patch this project will receive. We appreciate your support during this endeavor!" ... and, well... Fin. That (which honestly, and as much as it hurts my heart, is the most likely outcome of this), or some other studio picks the shipwreck up.
  18. Rocketwerkz (Dean Hall's studio, creator of Icarus, Stationeers...) was one of the final bidders for KSP2. According to what he said on the Reddit's megathread, they are still developing said game (not about Kerbals obviously) (with a propietary, in-dev engine) and is asking layoffs from IG to contact him directly. There's still hope for other realistic spaceflight games to flourish for now. When asked, he said we should hear about the project in about +-1.5 years.
  19. Funnily enough, the support team focusing on bugfixes would require to be established as a new studio focused on KSP2 just to fix current build's issues
  20. Matt Lowne said that he was talking with Nate just yesterday and nothing seemed off. Take it as you like, but I think the WARN notice showed up mid night over there, right? Someone correct me if I'm wrong please. But if that's the case, most of them only found out about it in the morning.
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