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Flush Foot

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Posts posted by Flush Foot

  1. 2 minutes ago, The Aziz said:

    You weren't looking hard enough. There is mention of KSP, in fact it's still listed  - compared to february report - as key product in PD label. The only thing that has changed in fact, is a single paragraph

    that is missing from today's report. So sign of cancellation or anything else. By the looks of it, it's still very much alive.

    So maybe the WARN really was just about dumping office-space? <thinking/chin-stroking emoji>

  2. Just now, linuxgurugamer said:

    What happens when the "break"?  What are the symptoms? 

    This is kind of like bringing your car to a mechanic and saying that it's broken, please fix, and not telling them what is wrong

    Apologies... you're right :/

    The 'break' is that BTW.C's .dll fails to load at startup

    Modmanager (or whatever) actually states that there was a problem with it during launch, but only when SimpleRepaint is also present.

  3. 2 hours ago, Flush Foot said:

    at least you could do it and see the failure occur, unlike in KSP 2 where trying the same thing just results in nothing... nothing... nothing... kerbsplat!

    My original comment was about KSP 1 allowing you to try (even if it yielded 'mixed results') while KSP 2's warp made even the attempt fail to trigger:

    3 hours ago, Flush Foot said:

    why does KSP 2 atmospheric warp-mode not allow for staging / chute-deployment?

    To which you said:

    9 minutes ago, cocoscacao said:

    Original didn't do it either

    But when asked for clarification:

    4 minutes ago, cocoscacao said:

    Yes. You could do physical warp, but not time warp... and chutes worked fine.

    Me:
    images?q=tbn:ANd9GcQWU0D0U5UTvt2qsBNxWnf

  4. Just now, cocoscacao said:

    Original didn't do it either. Probably it can't compute aero forces under TW. Yes, there are issues with non terminating TW when reaching atmo, and blah blah blah

    Are you sure? If you're warping in-atmosphere in KSP 1, it's a physical-warp, not purely time-warp (as it defaults to in vacuum)... I could see it leading to chute-failure if warping in-atmosphere in KSP 1, but I wouldn't expect the staging event / chute-deployment action to outright 'fail' (ie "not even try")

  5. 1 hour ago, magnemoe said:

    Worse case they are using the time from calling out firing to they leaving to do the patch and perhaps an rushed colony update

    I think that's the best-case scenario (getting a last bit of work out of the devs)... not the worst-case

  6. 4 minutes ago, herbal space program said:

    Deploying chutes under physical timewarp was often a recipe for death in KSP1, so I always avoid doing that

    I absolutely agree that doing so is... ill-advised... but at least you could do it and see the failure occur, unlike in KSP 2 where trying the same thing just results in nothing... nothing... nothing... kerbsplat!

  7. Just now, MechBFP said:

    I would not be surprised if people who can’t use parachutes are just time warping every single time and somehow haven’t managed to notice it. 

    I've not encountered parachute-bugs in my sessions either, but I also can't swear to never once having a "payload with parachutes within a fairing"...

    But I do also agree with this point:

    48 minutes ago, Lisias said:

    If it's something he's doing incorrectly, the game is failing to provide him with some hints about the problem.

    Silent failing is the root of all evil. If the parachute can't be opened by some reason, some way to indicate the problem must be provided to the user, otherwise we have a design flaw.

    And again, why does KSP 2 atmospheric warp-mode not allow for staging / chute-deployment?

  8. 14 minutes ago, kdaviper said:

    The second was fixed by ending time warp ( I did not realize time warp did not reset to 1x after entering atmosphere as it did in ksp 1)

    I was wondering if people were adherents to the Matt Lowne School of Impatient Players ('excessive' time-warping), but even in KSP 1, if you were in atmosphere, the time-warp was 'physical-warp' so you still had full-control over your craft... I have no idea why it is in KSP 2's atmo-warp that you cannot even do staging...

  9. 2 minutes ago, idkgeek said:

    How does Nate Simpson have anything to do with it?  It was clearly someone from take 2 looking at numbers in a spreadsheet and seeing an easy cost cut. These are the people who deserve removal from the industry, and heavy fines. Even if it doesn't do much a slap on take 2's wrist is something. 

    I think the idea is that while T2 is the one shutting down KSP 2 development*, it was Nate who was constantly 'overstating' the condition of the product we were about to 'receive'.

     

    *likely from visible evidence, but "unclear"

  10. 2 minutes ago, FleshJeb said:

    implication that Jim viewing this thread was somehow nefarious or a gotcha

    I simply noticed the activity because I have a tab for 'online users' with a filter for KSP Team, and JJ is one such profile:

    Just Jim
    KSP Team

    I wasn't saying "boo" about culpability... I just haven't often spotted 'KSP Team' (or Community Manager) on anything besides "Viewing Forum Index".

    I also wasn't saying 'this person has doomed the game', just that they were looking at this very thread when I spotted them.

  11. 1 minute ago, Bej Kerman said:

    Who said they were willing to destroy it?

    Who said they were authorized to 'relocate' it? Might it not have been the legal property of ST and thus, despite the KSP2 contract moving from ST to IG along with many of the employees, the code maybe could not move over as easily?

  12. 3 minutes ago, TomKerbal said:

    Maybe the Kerbals will finally get noses in the next attempt, that would be an improvement.

    Might not Kerbals having noses look kind of like Sonic the Hedgehog having (human) teeth?
    6d1f5a709556459aaa2d6296d6a4eb17_xl.jpg

  13. 4 hours ago, Observe said:

    I think that KSP2 as it is defined, within its current scope, may well be doomed and more to the point, pointless. Making a sequel, intended to do everything that KSP1 already does, with a few things added, makes no sense to me. We don't need new renditions of the Kerbol solar system, so that we can revisit places we've already gone in KSP1.

    KSP2 needs to be a completely different game altogether. A "lost colony" for example, bound to the planet on which the colonists from Kerbin crashed. It might involve establishing outposts, survival, gathering resources, science, terrain and airborne crafts, perhaps eventually leading up to spaceflight far down the roadmap.

    Perhaps they could start us off at a Laythe Surface Colony (LSC, if you will) where the KSC has mysteriously stopped responding to ‘our’ transmissions…

  14. 37 minutes ago, K^2 said:

    Keep in mind that fed rate announcements are made fairly early. By the end of '24 the rate was at 4%

    I expect you meant "end of '22", but otherwise

    images?q=tbn:ANd9GcSKnJTO7snSwUV3fRiQ4Ey

    "lots of interesting inferences that are probably close enough to reality" :)

  15. 5 minutes ago, Infinite Aerospace said:

    Yes, so then why are are people saying 'The studio is closed, it's over' when that's not the case? Development is clearly on-going until at least the end of June, what happens then is the real mystery.

    People are saying all of that because, in many industries / in their personal experiences, companies often prefer to provide paid-severance and immediately kick everyone* out rather than risk them doing damage / theft "on their way out the door" over that same 'wrap-up' period.

    But in reality, both scenarios are equally plausible at this time... IG is now Schrodinger's Studio

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