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DeadJohn

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Posts posted by DeadJohn

  1. 13 hours ago, moeggz said:

    Colonies with resources and interstellar.

    I highly recommend these base base building mods. I can't offer much help for resources and interstellar.

    KPBS Kerbal Planetary Base Systems: This is my favorite base building mod. It has a full set of surface parts using a unique flat-bottom profile. Retractable wheel modules allow bases to be constructed by rolling them together on the surface; it's much less frustrating to use KPBS than stock parts when expanding surface bases.

    SSPXR Stockalike Space Station Expansion Redux: This has some nice designs for orbital and surface labs, habitats, etc. Leg modules offer a self-leveling feature for uneven ground. The extendable crew tubes work like a grabber for constructing bases.

     

     

  2. 5 hours ago, RayneCloud said:

    Do you work there? Because if you don't work there, you have no idea what you're talking about. We have no way of knowing the full cost of operations for intercept games taking in to account the building, computers, licenses, utilities, different pay scales for seniority and senior leadership, et all. 

    Do you see any plausible way their income from EA was greater than their expenses since EA was announced? Reread my OP for context and I think you agree that things were even more expensive than my purposely low estimate. If EA was just a scam all along to steal KSP players' money, then they would have started EA and shut down the project shortly after.

    I have no skin in the game. When I first saw the status of EA after already being 3 years late, I expected 3 more calendar years before they could reach the end of the EA roadmap so I didn't purchase it. KSP2 still doesn't have enough features to pull me away from KSP1. I wanted to see KSP2 succeed but in the end it's only a game.

  3. 1 hour ago, Icegrx said:

    despite any official statement confirming such

    It's quite normal for companies to discontinue products without any announcement. Some companies state when things are canceled, other companies don't.

    Take Two recently described other layoffs as "...rationalizing its pipeline..." That's a case of verbal gymnastics and I don't expect a clear official statement from them. Their prior statements force people to read between the lines.

  4. TLDR: The publisher earned maybe $2M from EA, and spent maybe $4.9M keeping development going since EA started. EA was not a scam to grab money.

    There's a lot going on in other threads. KSP2 might be canceled. That sucks, but some forum members are claiming EA was a scammy cash grab all along. Here's my case that it wasn't a scam, just a case of a software project that went way off course. I use a lot of estimates here, but each time I'm rounding in favor of the case that it *was* a scam, weakening my argument.

    EA cost: Some players may have gotten it for less on sale but I'll use $50 to weaken my case.

    How many EA buyers? There's no hard data with official counts. There are estimates as high as 30,000 that I have no way to confirm. I'll be generous and bump that to 40,000 copies sold.

    Total EA income: $50 * 40,000 = $2M USD in KSP2 EA sales. I'm ignoring the percentage that Steam takes which would further reduce income.

    EA duration: EA started late Feb 2023. It's now 14 months later, which I'll round way down to 1 year to make the math easy.

    How much was spent after EA started? I'll assume the layoff filing of 70 people were all devoted to KSP, as that's supposedly the only game the affected office was working on. People were making a wide range salaries, from managers down to much lower paid positions. I'll guess at average pay rate $70k annually. 70 people * $70k = $4.9M spent since EA was announced.

    Those dollar values do not mean I know whether it is/was correct or incorrect to cancel KSP2. Only insiders know the full story of the amount of cash being burned, future sales estimates, whether the code is salvageable or better to restart major parts, and many other things.

  5. 11 minutes ago, dlrk said:

    Yes, they are a greedy corporation that pays their execs millions - with the money that KSP2 early access victims believed would be used to finish the game

    How many copies of EA do you think they sold? Multiply that by $50. Then compare it to the cost of paying a team of 70 people for more than a year.

    They probably lost money on EA. In hindsight, it would have been financially better for them to have killed it prior to ever opening early access.

    And the most profitable thing would have been to start EA, get a bunch of sales, then kill it a few weeks after EA. That would have been evil ... evil but profitable.

  6. If the KSP franchise was shuttered and we lost these forums, where would people go to discuss KSP1?

    KSP1 is the only game I frequently discuss. I play other games and read their forums but rarely post, so I don't have any other favorite gaming forums. My first instinct if the KSP forums died would be to try contacting some of my favorite modders to see where they went.

    (There's a gloomy mix of rumor+news about layoffs in the KSP2 subforum. That's not what I'm here to discuss, just offering context about why I'm asking my question.)

  7. 22 minutes ago, Yakuzi said:

    Take Two commented on the recent developments to Game Developer:

    "Take-Two confirms Kerbal Space Program 2 is safe despite Seattle layoffs" - source

    Thanks for the info.

    Reading the text within that article doesn't quite say KSP2 is safe, despite the headline. The article says KSP2 will continue to get "support" but doesn't actually promise ongoing development. Support could be as small as one part-time staffer answering emails from EA customers. T2 is quoted making legalese and no-comment statements in that article.

    Maybe KSP2 is safe. Maybe it's not. The only thing that seems clear from the article is T2 has an attorney overseeing their statements.

  8. The devs, designers, and managers don't need a wake up call. They are either already more awake to their development challenges than any of us regular customers, or if they think things have been perfect then they are beyond waking up.

    Staff might be limited in what they can publicly say, but I'm convinced most of them believe that the development process has been less than ideal. A company's internal workings aren't usually a topic for public forums. In a few years maybe an insider will make it part of a software engineering course.

    KSP 2 was already years behind schedule when Early Access started. That information was readily available to every customer. Late software projects tend to become more late over time. Customers have no choice but to live with it. Adding/replacing some people is unlikely to help very much. Tossing more people at a late project frequently makes things even later, so it's just wasted money.

  9. 5 hours ago, JadeOfMaar said:

    @DeadJohn What about while using KAS/KIS to attach heavy things while orbiting? That's not something I would do so I don't know for sure how that works. There was one case where, using KAS/KIS, I had a kerbal detach half of the ship from near the middle. (We don't speak of re-attaching. I have no memory of successfully doing that.)

    I don't remember KAS orbit limits. I haven't used KAS for years because stock construction gave me fewer phantom acceleration events and fewer exploding parts after attaching. I still use KIS.

  10. 23 hours ago, LN400 said:

    Thanks a bunch! How would this work in EVA? Do I need several kerbals floating around? Sounds nerveracking having to keep an eye on a small army of floating kerbals.

    For stock KSP, there's no EVA construction limit while in space. Zero G makes every part weigh zero regardless of its mass.

     

     

     

     

     

  11. I think you already have enough intake air considering that your still flying at a modest altitude. What engines & how many are on that plane? Do I see 1 Panther at the tail, 2 Junos on wingtips, 2 Goliaths under wings?

    If that's the engine config consider redoing it to be only Panthers. They perform better at high altitude than those other engines do.

    The Whiplash engine is even "better" but arguably too good and too expensive for your desired 10km altitude.

  12. 6 hours ago, Richmountain112 said:

    Victus HP gaming laptop. I might be exaggerating but it takes roughly 15-25 minutes to load.

    I'm not familiar with that model, but a quick search says it was first released in 2022, so I assume you have a fairly modern CPU, plus a fast SSD not a slow platter hard disk. That leads me to suspect you don't have enough RAM which might be causing your laptop to resort to virtual memory.

    1. How much RAM is installed?
    2. When KSP finally does load, how much RAM is your system using?
    3. CPU model?
    4. Is KSP installed on an internal SSD, internal hard drive, or external drive?
  13. If I understand your question KSP is working ok. Only attachment nodes on the root part of the merged vessel are available. Here's how I merge:

    Load vessel #1. Then load vessel #2 with "merge", don't try to directly attach it, just left-click to drop it inside the VAB. Then press 4 (or click the change root mode button), click on the part of #2 where I want to do the connection, and the open nodes on that part will appear. Finally, drag #2 to an attachment node of #1.

  14. I think you already answered your own question. Kerbal Konstructs is AFAIK the cleanest way to do it. Use KK to create new spawn points, then you can launch from VAB and SPH directly to those new spawn points. This is standard KK functionality that can all be done in-game without any cfg editing.

    HyperEdit. Spawn to the runway then re-land your vessel anywhere nearby. You can use the IJKL keys to shift your landing location.

    There's a mod called Vessel Mover but I don't know whether that can do what you want.

  15. Can someone help me understand why CKAN thinks I have upgrades available for Cryo Tanks and Near Future Solar? See circled mods in attached image.

    My install dates are newer than the release dates, and the installed version number equals latest version. When I checked CKAN for upgrades around one month ago I don't think those mods were listed. I didn't notice this being discussed in the Near Future thread so I'm checking here first.

    I'm curious whether I have an installation issue or if this is just an artifact. Perhaps someone did something minor like fixing typos in metadata, which is then triggering a reinstall of the mods.

    gGXxfbQ.png

  16. Will that circular text be readable when the flag size gets reduced to fit on a rocket? I don't know exactly how you plan to use the flag, but it looks like the text will be too small if that flag wraps a 2.5m fuel tank.

    The "top" of some letters is outside the white circle.  Shift the text inwards or make the white circle background wider to fit the text.

    I personally don't care for the look of that font but it might be the fault of the curved text. It might look better as bold text, or an alternate font that's darker, or maybe keep the font and widen the circle so it's not such a tight radius.

     

     

     

  17. 19 minutes ago, Biggen said:

    So I set a prob to Eve with multiple parts of Scansat and it mapped an anomaly with a question mark after some time.  However, I'm on Eve now at the question mark and nothing is there save for some volcanic rocks.  What am I missing to actually find and see the anomaly?

    Try the BTDT Been-There-Done-That scanner. You have to get close to the landmark, I forget the exact distance maybe it's 1km. An active BTDT will convert the question mark from gray into yellow, and then when you move the mouse over the question mark on the SCANsat map it will show the name of the anomaly at the bottom.

    That gray-to-yellow change won't show up until you refresh the map or reopen it.

  18. Many old contract packs still work. Some do not.  If you mention specific contract packs we can provide more specific answers here.

    I usually install mods with CKAN. When dealing with an old but new-to-me contract pack, I look in CKAN to find the pack's forum thread, then read that thread to see whether problems have been reported. Many old packs have been forgotten and do not have a forum thread here.

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