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Posts posted by MARL_Mk1
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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? -
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? -
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. -
11 hours ago, DA299 said:
I have the same issue on all of Jupiter's moons. If you ever manage to solve it do let me know.
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. -
7 hours ago, AbnormalVenegrade said:
Nevermind, I fixed it by complete accident. i was comparing my old install's file to my new one and noticed I (somehow) didn't have the Scatterer stock config. Copying it over, I now have correctly working cloud textures and base KSRSS sunflare. I have not yet tested it with sunflare mods, but I will try to get what I want.
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?
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12 minutes ago, AbnormalVenegrade said:
Apparently the issue I had was due to Parallax being horribly optimized or causing a ton of memory leaks (just theories from me) near the surface of some bodies like Ceres. Your problem I have no idea how it could happen, but I did have lag in low Ceres orbit too. I had no problems in low Jupiter orbits (for antimatter), however, and maybe others have our same issues. Really ruined my plans on the install for a Ceres mining base/crewed mission.
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.
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Amazing post.
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On 1/16/2024 at 3:46 PM, AbnormalVenegrade said:
Just wondering, does anyone else have massive lag at Ceres? Everything is fine in orbit, but as soon as I attempt to get close for landing, the MET timer is constantly yellow (not red, which would indicate the game itself is slowed down) and the game runs at only a few fps, stuttering constantly even when landed and time warping. this makes landing incredibly difficult and it's only on Ceres as far as I know, but I haven't seen it happen with any other planets/moons I have been to (Moon, Mars, Jupiter+All Moons, Saturn+Titan, Venus, Mercury). Any ideas why?
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
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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.
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1 hour ago, Vl3d said:
Make any mod selection you desire, it will not solve the problems that KSP 2 set out to tackle. You will still be blocked by all the repetitive runs you have to make to build a space station or a Mun base that does nothing.
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? -
4 hours ago, Vl3d said:
The game is starting to shine, so keep calm and carry on!
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. -
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 -
Just checking in, still nothing, bleh
We can only burn prograde from here -
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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. -
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
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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. -
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.)
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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
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14 minutes ago, NexusHelium said:
But it does mean that something is happening development-wise.
So maybe it can also be considered something.
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. -
16 minutes ago, Skorj said:
I don't expect we'll see anything more of the Kerbal IP, but that doesn't mean someone can't make a great rocket game. Much as I like the Kerbals, it was the physics sim that was the real appeal for me. Having expressive characters in the world the rockets launch from is key, IMO, but they could be something other than Kerbals.
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.
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6 minutes ago, Skorj said:
We know for sure that the IG offices in Seattle are closed. We know for sure that Nate's LinkedIn now shows him working for PD, not IG. We can conclude with some confidence that IG, the studio, is history.
We don't know what happened to all the devs there, but any merging of them into other parts of PD would likely involve relocation (the WARN act distinguishes between layoffs and site closures, this is the latter).
We know some sort of KSP2 work is still ongoing. While it's possible that KSP2 feature development will continue at another studio, that's unlikely given current industry trends. More likely, the game will move to a support group focusing on bugfixes.
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
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14 minutes ago, Scarecrow71 said:
I just noticed that the Discord Dev Tracker on the home page isn't working/active. I sincerely hope that it's just me not seeing things there (which it very well could be).
4 minutes ago, BeastHunter said:It’s not just you.
What do you mean by "not working"? Because it shows just fine for me.
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2 minutes ago, Scarecrow71 said:
While I don't disagree with the sentiment, I think it's just simply a matter of being confused and upset and wanting to get something - anything - from the company at this point. We have no choice but to wait, but that doesn't stop us all from sitting on the edge of our seats to hear what's going on. And a lot of people - myself included - are skeptical about communication because it's not only been a while since real communication from the company (Nate's post on Thursday notwithstanding), but this all came out of nowhere abruptly last night with no word from the organization. And I doubt the company wasn't prepared for this to happen.
Again, I agree with you. Just hard to wait patiently, you know?
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.

Take Two Interactive (Rockstar, 2K, Private Division) canceling games, ending projects and laying off 5% of its workforce
in KSP2 Discussion
Posted
Thanks!
Will do my part and change my positive review then. Screw those Take-Two idiots.