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KSP2 Release Notes
Everything posted by LittleBitMore
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hi, can we all cool down just a little? genuinely?
LittleBitMore replied to LittleBitMore's topic in KSP2 Discussion
Wow, okay, this post got a LOT more attention than I was expecting. Honestly I wrote this while sleep deprived and fully expected this to get ignored, but apparently I was wrong. Thanks for all the cool responses, and I'll try to reply to some of them here. [insert break here where i stopped writing my reply to look closely at the responses] actually, after going back and reading the replies, i don't know if i have the mental capacity for this, and i don't want to contribute to the bickering. The point of my post wasn't to say "you guys are being bad, stop it, but you guys are good", it was more "this is how i see things and also our flamey bickering from either side should probably stop soon for pete's sake", but it probably wasn't interpreted this way. (That might be my fault, I have a communication disorder, and also, I was sleep deprived.) If you want me to go defend my views or whatever, you can directly ask me to do that, but I refuse to spontaneously do that because I specifically don't want to fan the flames (and, in the state the forums are in right now, saying "here's my opinion" or "here's a defense of my opinion" is inevitably fanning the flames, and this applies to both sides of the argument here) The topic of this post was supposed to be about hopefully sharing my perspective, sharing my reasoning, advocating for a little more patience towards the developers so we can decide whether it's an absolute failure later; then, separately and more importantly, addressing this huge schism that KSP2 has driven into the community and hopefully provide a forum post where we can discuss in the replies civilly (specifically, without accusing the other side of "deriving enjoyment from poking others", or accusing the other side of being unable to comprehend reality and then promptly denying you're being toxic about it. both sides are at fault here.) How I see it is the only way to cool down the forums fast is to stop perceiving the discussion on the response of KSP2 as a war zone. The 'other side' is not your sworn enemy. The 'other side' is not irrational or oblivious. The 'other side' is not just trying to get a rise out of you. At the end of the day, we're all passionate space nerds and gamers who wanted an exciting and fulfilling installment to the series. Nobody is fully satisfied with the current state of KSP2, and I understand this is causing some unrest and agitation. But, I mean. Come on, guys. Let's please cool down so we all can enjoy the forums in the same way we did a few years ago. -
(Not directly related to KSP2, but rather, the community's reaction to it.) I haven't been active on the forum recently, and I wanted to talk about some cool stuff I was doing in the (absolutely amazing) Planet Jam 2 pack for KSP1. I browse a little in the KSP2 forums just to see what's going on, and I'm gonna be real: thinly veiled tension or outright hostility seems to be the norm in the KSP2 subforums, and this has on occasion leaked over to the KSP1 or offtopic subforums too. Look, I get it, I really do, KSP2 simply is very much not what it was announced to be all the way back in 2019. There's a ton of missing features on the early access alpha launch, which notably arrived 3 years after it was originally scheduled to release. Most computers can't manage 30fps right now. I myself, since the launch of KSP2, have been completely unable to even go to the Mun and back without some mission ending bug destroying the craft, squiggling my orbits, disintegrating my kerbals, or so many other tiny and silly things that somehow break a mission (for example, just last week, after planting a flag on the Mun, I simply was not allowed to board back into the craft). All of my recent forum topics are me complaining about KSP2 bugs. I too was a bit disappointed after paying $50 and not getting a stable experience that was reliably enjoyable. I too was real annoyed at the several missing parts and features that you can just find in stock KSP1. I do not play KSP2 regularly. However. I feel like a schism is being driven in the KSP community about the state of KSP2 due to the incomplete state of the game. Tensions are rising specifically because some users feel cheated or scammed out of their $50 which they could've used for better things. This tension wasn't there before KSP2 (obviously), and as a forum user who hasn't done a whole lot here since KSP2's release, the contrast between the lovely, unified, and supportive community of old KSP1 (i say "old" relatively, I joined in like 2019), and the tense, warring community of modern day KSP2. This community doesn't feel the same anymore. A lot of people blame the developers, which I think is definitely a little out of place. The developers have gone through some serious hardships (Take Two pulling the contract from Star Theory and causing internal stresses, as well as severe stresses from COVID, both happening at nearly the same time), and are still working hard. There's evidence in the game files and code that long-term future features, such as interstellar travel or colonies, are definitely being actively worked on. The developers have seemed like genuinely nice people over the forums and over live interviews and stuff like that, and they admit the shortcomings of the game and are actively trying to improve the state of things, so I don't think they're being superficial with their interactions with the community. (To me, their interactions seem more like they're going "ah heck, this early access release isn't going great." than "I'm going to maliciously convince every player to like the game even though it isn't good.") Ultimately, the choice to release KSP2 in early access in this kind of state, with these kinds of specs, with those kinds of missing features, was inevitably going to be controversial. I don't think this is the fault of the developers themselves though. I think it's the fault of the conditions in which the game was developed, and the circumstances and difficult situations the developers have gone through. But if it's the fault of anyone, I'd probably blame the publishers, who choose things like release dates, pricing, announcements, and advertisement, and I don't think the individual developers had too much say in it (especially with how far the game was already delayed). Another major contributing factor to this schism I feel has been lack of communication between the developers and the community before, during, and directly following launch, which I feel has mostly or entirely improved since then. This lack of communication did a lot of damage, convincing a lot of people that the developers were just trying to get a quick 50 bucks and a rise out of the KSP community. I genuinely do feel like things can be better now if we calmed down a bit about the state of KSP2 and listened to eachother and to the developers. Nate Simpson and his crew of dedicated and talented game developers genuinely seem like they're trying to interact with the community and make sure everyone's in the loop on all the stuff happening behind the scenes, and everyone involved seems genuinely passionate about their job, their project, the community, and the future. When I bought this game, my ideas was, "if I buy this game now, not only will I save $10 in a few years, but also, I'll get to watch the game grow alongside me." My goal was to watch the development of the game, interact with it hands on as it grew, provide feedback when I can, and sit there and witness it become the game we've all been hoping for. I don't know what everyone else was expecting when they bought KSP2. I do know some people went in with the expectations it was a full, polished, addictive game the trailer promised which they could sink thousands of hours into. I don't mean to be blunt, but we all bought into a public early access alpha build. We shouldn't've expected something completely up to triple-A standards. While the communication issues I mentioned perhaps hindered our understanding of just how rough this game was going to be, I still feel like "early access" should be enough of an indicator as to how patient and tolerant we'd have to be. I know a lot of people have expressed concerns relating to the future of the project, and don't anticipate the game fully reaching its promises. I, however, would like to note that Take Two, despite all their interesting and peculiar business strategies relating to KSP2, have indicated they're in this for the long run, and Nate's also indicated this project isn't dying any time soon, and has expressed confidence in the team's ability to (eventually) meet what they promised so many years ago. I don't anticipate this project's death. I don't expect it to be done any time soon, so I understand waiting a long time probably won't be super fun, but honestly, we kinda need to figure out this whole patience thing really quick. I don't think the KSP community as a whole is doing too great specifically because of this controversy. I'm gonna be honest with y'all. A lot of comments on developers' updates have been short-tempered, cold, and all in all just kinda awful to the developers. This obviously doesn't include whatever's had to be removed by the moderators. I've read things on the KSP subreddit (which is currently down for some reason?) actively vilifying the developers (often specifically Nate since he's the face of the team), which I see to just be completely unfair. Some people are going to the point of accusing anyone who doesn't blame the developers for stealing $50 from you as a shill, which is truly an accusation of all time. (I swear to whatever you want me to swear to that, instead of being paid to say "KSP2 is kinda cool guys", I actually had to pay to say those words.) I've seen YouTube videos accusing KSP2 of being a permanent failure and a disgrace because of its rickety launch, and I find that really quite awful. I'm having fun with multiple aspects of KSP2, despite all its obvious yet temporary issues. I like spaceplanes now mostly because of KSP2's procedural wings. I write this in the hopes that, maybe, just maybe, this post impacts the community slightly in such a way that helps us cool down and engage in civil discussion instead of arguing and bantering endlessly until we all get tired of hanging out here in this cool forum. I genuinely think the outlook for the forum's community as a whole, at least in present times (and maybe moreso a few months ago), is worse than the outlook for KSP2. At this point, the only thing we can do about KSP2 as a fanbase is to wait, listen, provide meaningful and constructive feedback for the developers to listen to, and be nice enough for the community to still be fun to hang out in once KSP2's all done. I'm probably overstating the threat to the forum community as a whole, and I don't think many people will fully leave the forums due to KSP2 controversy, but it sure isn't fun to sit through, and it would be a way more pleasant forum experience if we all just stuck together, waited patiently, and made sure to keep things civil and calm for the time being. We can panic if huge and bad news on the game's forecast comes. (this took me an hour to write! i should go to bed) TL;DR: Lads, lasses, everyone in between, can we for the love of heck cool down a little about the state of KSP2, and just wait a little?
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While landing Tim C on the Mun to go rescue Bill, I ended up with a bit more dV than planned, and didn't need to stage the transfer stage until landing. Upon running out of fuel, I attempted to detach it, but it did not detach. It seemed like it was internally another craft, since I could select and focus the spent stage separately from the lander, but it wasn't physically budging from the lander. Strangely, the landing engine was able to fire through the spent stage, and had enough TWR and fuel to soft land (but it toppled and the mission failed). The decoupler was between a Poodle engine and a jumbo 2.5m tank, if that helps any.
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My first mission in KSP2 was a mun landing with Bill in it. The landing was a success, but an unrelated mission-ending bug forced him to be stranded there. So, I decided to go rescue Bill with Tim C, but an unrelated mission-ending bug forced the mission to also strand itself near Bill's ship as well. At some point during the approach, though, Bill and his ship sunk into the terrain while I was landing Tim C, and he ended up 2 or 3km below the surface by the time I noticed. Tim C would've landed about 200 meters away from Bill's ship otherwise. Either I didn't attempt to switch to Bill, or I was unable to (I don't remember which), because I didn't focus on Bill's craft. Similarly, a spent stage from Bill's craft that landed near Bill is also missing. My next mission was a Minmus rover with Valentina, which successfully landed, but due to another unrelated mission-ending bug, the rover was unusable on the surface. After kicking it around in the low Minmus gravity with Val on EVA, the rover blipped out of existence on contact with the ground. I don't think I tried to search for it in the tracking station. An interesting effect with this specific bug though, was that the distance indicator stayed fixed on screenspace at 17m, instead of moving around the screen when you move around the camera or Val as expected. Val's still on the surface in EVA, but the rover is gone. This type of bug is probably the biggest deal, because although the other mission ending bugs were mission ending, those were at least fun to try and work around, whereas this kind of bug presumably just deletes your chances of survival. Otherwise, in my opinion, the game's bugs have been fine (charming and enjoyable, even).
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Orbit line disappearing
LittleBitMore replied to Sunlis's topic in KSP2 Technical Support (PC, unmodded installs)
This happened to my Mun lander after lifting off from the Mun. Going to the tracking station informed me it was landed, and going back to the ship did not fix it, but instead set its orbital velocity to 0, which prompted an emergency landing, a mission failure, and a stranded Bill due to lack of fuel. -
[New] Space Launch System / Orion Discussion Thread
LittleBitMore replied to ZooNamedGames's topic in Science & Spaceflight
It's so amazing to see everyone coming together, from all walks of life, in order to stare at a silly fire stick that goes up and go "wow!" I just love how we can all find these moments together from all flavors of nations, languages, backgrounds, classes, political parties, and ethnicities, just to watch a silly fire stick go up. I love this for humanity and I can't wait for more moments like these, it just warms my heart -
[New] Space Launch System / Orion Discussion Thread
LittleBitMore replied to ZooNamedGames's topic in Science & Spaceflight
YEAHHHHHHHHHHHH heck yeah heck yeah what a launch i love space stuff -
Lowest Ever Legit Solar Orbit With Evidence?
LittleBitMore replied to Ultimate Steve's topic in KSP1 Discussion
I find it both hilarious and incredible that Steve has: 1: accepted my nigh impossible challenge 2: completed my nigh impossible challenge 3: overachieved my nigh impossible challenge -
False triggers would be an issue, and I don't really know how I'd be able to make them less annoying unless they were as broad as possible-- for example, instead of syaing "looks like we have a slingshot", a broader statement may be "it seems there's now an encounter with The One Planet Or Moon, You Know The One, The One You're Always Accidentally Encountering." Although I do understand false triggers can be problematic and plentiful, I don't feel like that's that big of an issue, or completely unworkaroundable. My original idea was for the standard, random, gibberish Chatterer sounds, because I think using actual human speech would be too distracting and more annoying than funny if false triggers occur. If it were just text + random gibberish, the only difference would be in the audio log, which you likely wouldn't be able to read unless you opened its menu, nor would rely upon or be distracted by if something happens. Although, human speech is still an interesting idea. Like @t_v said, audio can and probably should be toggleable or lowerable so people don't get annoyed over it. You're right about this, I completely forgot languages were a thing. This is probably the biggest hurdle for this system. I have absolutely no clue how to fix this other than hiring lots of freelance translators, which obviously isn't ideal economically.
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I agree that like, plotting out the conversations for entire missions is unlikely, but my idea involves breaking down important mission parts into their core concepts (instead of an entire conversation for executing a maneuver, there might be one part for approach, one part for alligning, one part for throttling up or down, etc.), which results in maybe 50 different unique situations to cover. Anything dependent on a specific planet will be configurable so that it can be whatever planet is involved in that topic, such as the Jool Laythe thing i mentioned (it would work just the same for Kerbin and Minmus, or Duna and Ike so long as you changed the names).
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A neat idea I had today. I'm sure that a lot of us here have seen the Apollo audio logs from old NASA repositories (if not, here is Apollo 11). I had an idea: what if Kerbals constantly talked about random things during their mission (probably with Chatterer or something similar), creating audio logs similar to these for us to read? I love games with little mechanics that make everyone seem interesting and unique through conversation. Even management and strategy games can pull them off sometimes (for whatever reason, the main one that comes to mind is the Bitbook system from the mobile app Tiny Tower, where all the tower residents would post on a Facebook analogue about the tower, eachother, and themselves). My idea is something where a massive list of pre-written conversations creates audio logs between the kerbals on the ship or in the colony, as well as including Mission Control sometimes. This would include a little layer of fascination and intrigue to your experience of your kerbals, making them feel as if they were actually there doing things, and potentially even giving them personalities to which their responses in the conversation stick to. This would make KSP2 feel so friendly and immersive, I feel. Combo'd with a Chatterer analogue, it could make for some interesting vibes. Even more so, the conversations don't have to be random talking about mustard on sandwiches (I swear that was an actual conversation in one of the Apollo logs), but also context-aware stuff, like talking about upcoming maneuvers, relaying descent information to Mission Control, or spotting celestial bodies out windows. Here's an example of what an audio log for a Jool mission might look like, as well as some notes to let you guys know how I think it would work: I think this isn't too difficult a programming task unless it was made really fancy (procedural conversations, personalities taken into account, etc.), but would add a lot of atmosphere and character to every mission, situation, and kerbal. What do you guys think?
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Space Battles! Non-scripted stock space battle videos.
LittleBitMore replied to Ultimate Steve's topic in KSP Fan Works
It was really fun! Thanks @Ultimate Steve for inviting me! -
Over the past few days, I've been passing around a save back and forth between me and a friend, and we played a turn based combat thing in space. We had tons of fun blowing up eachothers' stuff!
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Quick feature suggestion, if time permits: the ability to control the distance at which rovers stop near targets with the Rover Autopilot. The reaosn why I'm using the Rover Autopilot is to make a simple AI for my battling robot. My main issue is, is that it always stops at 50m away from the decoy car target instead of ramming into it with its budget buzzsaw. This could be fixed with providing a box where you can type in how far away you want it to stop (in my case I'd want 0). This would also fix an issue that may occur if a rover encounters a base with a radius larger than 50 meters.
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I remember there being a RSS addon that adds some asteroids like Bennu, some comets like Halley's Comet, some dwarf planets like Sedna, MANY dwarf moons like Amalthea (of Jupiter), and other similar fitting bodies. However, I can't find any mods that fit this description that are still functional to this day. Does anyone know if any mods like this exist anymore? I want to make sure that my late-game era of my 1.10.1 RP-1 save will be interesting.
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LEAP: Little Exploratory Aerospace Program
LittleBitMore replied to LittleBitMore's topic in KSP1 Mission Reports
nah, it's pretty dead, sorry mate. I had life happen, as well as a computer wipe at some point, so it's been both forgotten and probably vaporized in the wipe -
I have a ridiculously heavy modded 1.11 save, and my computer can handle it just fine with some memory to spare. I just grabbed Galaxies Unbound, so that I may go interstellar, but I'd obviously need BetterTimeWarpContinued added in to help it along without waiting real actual years. So I install it with CKAN (as I have for every other mod, excluding Gravities Unbound itself), and... it crashes once KSP finishes the normal loading process. Right when the main menu is about to appear, it crashes. I've done some tests, and this only happens when BetterTimeWarpContinued is installed. Uninstalling it lets KSP run just fine and dandy. If you guys let me know which log files are relevant, I'll upload them somewhere and link them here. I've already done this with the "KSP.log" (even though it doesn't seem to say anything definitive) file in the game folder: https://drive.google.com/file/d/1xuBjhpyGo4xqsPgw8DI4IBP5_Y48rIxZ/view?usp=sharing Gamedata folder screenshot: Any ideas as to why BetterTimeWarp is causing this error? EDIT: Here are some more logs I found. Player.log in the Squad LocalLow appdata: https://drive.google.com/file/d/1NFb98sdEMWDDQd6qgRULDKatE5tq_rrx/view?usp=sharing error.log in the temp crash folder: https://drive.google.com/file/d/1TkCoi_sL0A2RnmmzzAe5yKPojUf0NDn7/view?usp=sharing
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This mod is visually stunning! I'm loading up KSP with it installed now, and I can't wait to play with it
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Michael Collins Memorial - KSP2 Poll
LittleBitMore replied to Dr. Kerbal's topic in Prelaunch KSP2 Discussion
I like the idea going around about doing something more subtle than a memorial structure (like a biome name or loading screen tip), as well as the idea of a single memorial, memorializing all who died, or simply all astronauts in general. What I don't like, however, is the fact that we're arguing over this. I'd really, REALLY prefer if we keep things simple, civilized, and without mudslinging or harsh words. With that out of the way, I'm gonna elaborate on my opinion. Michael Collins, although really neat, probably deserves this kind of thing only roughly as much as Buzz Aldrin, any other Apollo members, those who died in Apollo 1, the shuttle disasters, or other spacecraft failures, or even the Apollo 13 crew. I'm not dissing Michael Collins, I'm only saying we're focusing on him because he died recently, which makes me think the bias is a little stacked up against the others. I'm not against a physical structure memorial, but it may fit better with KSP2's theme if it was something less on the nose and a bit more subtle-- like an unidentified object which turns out to be that Apollo-esque command pod, or a biome name (like Degrasse Sea), a menu or loading easter egg, or putting a poster in a broken building at the space center. That's my opinion, but I'd like to reiterate that, in my opinion, we should all keep calm and realize we're arguing over whether or not to put a statue on the Mun in a game about flinging green guys into space. It's not as big of a deal as we're all making it out to be, in my opinion.