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Flush Foot

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Everything posted by Flush Foot

  1. @Spicat... you could always edit/remove Fizzlebop's "delete me" message instead of the whole thread
  2. Found it! 2021 PC Gamer article “[Colonies are] capable of producing colonists through a method that we will not describe, for everyone’s sake, after something that the player initiates called a ‘boom event’,” says lead designer Shana Markham. Watching one of @ShadowZone’s older videos (whether or not he addressed the ‘boom’ in that video) reminded me to look up that article and voila!
  3. My concern before that comment from Mike was that "we will be fixing bugs between now and colonies but you won't get those fixes until colonies rolls out" could have been a valid interpretation for "fixing bugs before colonies"... that's all. And I was happy / positive above...
  4. I think I remember something from an interview too, maybe suggesting there would be even more career/specializations in KSP 2, and that there would be ‘conditions’ that could lead to “Safe For Work” population growth in colonies… I might be able to find it in 2019 interviews when KSP 2 was first announced.
  5. @Nerdy_Mike indicated otherwise in the thread wondering/worrying about the layoff news... ¯\_(ツ)_/¯
  6. Yay! That also seems to me like the first solid confirmation of “there will be a patch/update before colonies”, rather than “bugs will be fixed before colonies” (which could be interpreted a couple of ways)
  7. @calabus2… first message from IG wasn’t jokes… only 2nd thru 4th or 5th
  8. @Director_Valle in KSP 1, I usually did the contracts more for funds than for science (and the free/paid-for new Kerbonauts). That said, my usual "gameplay loop" in KSP 1 was to get to Minmus, get up to ISRU-tech, make refueling infrastructure for deep-space exploration, and then (usually) not bother getting that far as I was too busy with Science Labs cranking out endless supplies of Science Points while fully fueling my various orbital stations.
  9. Thanks @Presto200... no YT at work so I couldn't use my headset nor larger screen to zip around all such videos (tried going off 'YT transcript searches' instead on my phone) and didn't find that reference in the videos I clicked onto.
  10. I am struggling (for now) to find it written down / spoken in a video somewhere, but I do remember someone saying they put only gave us Sandbox and Exploration modes when For Science! came out so that these saves could be the ones that persist through the next few (all?) Roadmap feature-updates.
  11. Alright... devs changing is your starting point I suppose ~2 years is possible... I was only thinking about the studio-changeover in 2020/2021
  12. Uhh... when did you start counting for that? About a year before EA came out?
  13. Failure to launch? You need Moar Boosters More Missions! Aka agreeing with @Scarecrow71
  14. My concern is "if there ARE no ores / inputs we can use on colonies to make fuel (like for newly launched ships or just refueling existing ones), then I do not want the only way to generate fuel to be a 'transmutation' of fuel that is already at the colony, meaning all fuel still must come from the KSC". I would prefer 'basic ore-resource' to be in-game during Colonies-only, but expecting that is NOT the case, I would prefer it if we could , pending v0.5 and true resources
  15. I also don't want net-gains, but if Colonies does not ship with any form of resource-inputs [even simple KSP 1 'ore' + ISRU] then I do not want to be limited to 'onboard fuel-levels' in order to generate LH2 for the nuclear engines
  16. Unless there is a way to convert back and forth (with EC, of course) in a way that eventually produces a net-gain of products, I would not want to be locked into fuel-based conversions before we get true resources. I would be open to using "onboard" fuels to allow for a faster / "cheaper" [on EC] production of another fuel-type than when producing them "out of pure energy".
  17. @steveman0 that more-or-less aligns with ideas I've been throwing around in other colonies-related threads (though I was mostly focusing on was to 'gate' base-expansion)... EC and waste-heat (that has to be managed) to produce 'all the things' in the interim
  18. February 24th 2023 was 1 years, 1 months and 20 days ago, which is 414 days. ~548 days is 1.5 years. So far we’re ~75.5% of the way to 1.5 years (will be there in 134 days) Still a long time for only the one milestone, but “almost 1.5 years” is maybe a bit much
  19. I believe you might be experiencing this? Undo (Ctrl-Z) can break symmetry
  20. If only such expectations were communicated with us
  21. Unless they specifically want/need to get people to help them try to make it ‘clearer’ to them.
  22. Except from the roadmap, you’re going from current version to v0.3 to v0.5 to v0.4 (not that I disagree with your progression) Also not in v0.4 but rather v0.5 (AFAIK)
  23. “Counterpoint” (from a more recent interview) But I also prefer the 200-300 estimate, @Genekermanisamoneylaundere
  24. @Dakota, might “roadmap adjustments” be a possible poll question? (Assuming of course that there aren’t already devs hard at work on Interstellar and so moving Resources/Delivery Routes to v0.4 from v0.5 would be less disruptive, if the poll went that way)
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