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KSP2 Release Notes
Posts posted by Brofessional
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9 hours ago, TLTay said:
Still stuck with the tarnish of KSP2, and that will forever be attached to the little green men. Easier to just not pay the millions at this point and do your own IP.
Possibly, but I think a total change in ownership would heal some of the reputation damage. You can't be mad at the new owner for something the previous owner did. They would have to show that the IP is in good hands though, which is one reason I think a remaster would be a good start.
I'm not super optimistic that anyone is actually going to buy it though. T2 is probably just asking too much.
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3 hours ago, TLTay said:
Who's going to pay big bucks for what's now an old game with a trickle of sales, and a liability with a black eye you need to spend tens of millions more on just to get to 1.0. By what magic would KSP2s steam rating recover at this point, I have no idea.
You'd have to really believe in the IP to spend the kind of money they're presumably asking. It would be a long term investment, but my guess is that they would discontinue KSP2 and salvage what they could into a KSP1 remaster. After that they would be in a good position to start fresh on a new successor, be it KSP3 or whatever. Hopefully utilizing some of the experience learned from doing the remaster.
It sucks for everyone who paid for KSP2, but early access is a gamble like that. Sometimes you lose.
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Well the layoffs aren't fully in effect for another month. There's at least one person still working because the dev branches on Steam are still being updated daily.
The question is what happens after June 28.
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11 hours ago, calabus2 said:
No. Quit hitching your bandwagon onto these kind of posts. You are simply getting played by marketing.
An official collaboration is not likely since T2 owns the rights, but it's not far fetched to think some ex-Kerbal devs might be interested in working on Juno. For all it's problems, KSP2 did a pretty good job on the art and characters, which is exactly what Juno is lacking in.
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2 hours ago, krbvax said:
Technically, if you yank all the employees out of your store but leave it open for random passersby to loot, it's not "shuttered"? I guess?
Intercept as a company could still be alive even if the physical office closes. It could change locations and/or undergo major restructuring and continue working on KSP2. I'm not getting my hopes up, but until we get some official news we just don't know. Maybe when the layoffs go into effect in June/July we'll finally hear something concrete.
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T2 employs over 10,000 people worldwide, 70 people isn't even 1%.
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On 2/4/2024 at 12:45 PM, Jason_25 said:
My gaming system has an i7 6700K/32 GB RAM/Radeon 6800 16GB.
i7 6700k is 8+ years old now, getting quite dated.
As long as KSP2 is using Unity/PhysX there isn't going to be any breakthrough in part-count performance though. They can reduce the number of physics calculations going on by "welding" parts, but the tradeoff there is simulation accuracy. The tricky part is doing that in a way that "just works" behind the scenes and doesn't conflict with what the player is trying to accomplish at any given moment.
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1 hour ago, Pthigrivi said:
After all in the not too distant future we'll be introducing colonies, and part of that supposedly is manually landing multiple starter modules, ideally within a pretty tight cluster. Its also really important for getting close to these cool new discoverables.
That's something I noticed about the existing missions, the game goes straight from landing in any mare on the Mun to landing within a specific 1km circle.
It's easy for us veterans but that's a pretty big jump in difficulty for beginners. At that stage most new players probably haven't even really performed radial or normal burns, and suddenly asking them to do it with high precision is a bit of a stretch. Of course they do have to learn those maneuvers at some point, and they are not forced to go straight into the next main mission, but I think it would help to have some missions in between that ease them into using normal/radial burns. Like a mission to land anywhere on the Mun's north pole or something.
Hopefully the addition of colonies and resources will fill the gaps when they are added.
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I think the problem is mostly with the user interface and how the experiments are just instant with no clear pop-up about what you've just done. It does get listed in the reports menu but that thing is messy and difficult to read.
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28 minutes ago, Vl3d said:
Now.. kerbals are just lemmings.. totally disposable. No real reason to use probes anymore.
That will likely be addressed as more roadmap features are added. Once there is a resource cost for recruiting new Kerbals there will be an incentive to keep them alive.
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I definitely want a fleshed out commnet with occlusion and such at some point, but it's also not a terribly high priority.
Better in-game tools and visuals is a must though. For example there needs to be some form of stock stationkeeping to prevent satellites drifting when you time warp.
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Welcome improvements. I hope the clouds themselves get upgraded in the future, they look like they are rendering at a lower resolution or something and it kinda ruins the whole image.
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Other people have already said it better and in more detail, but I'm definitely not a fan of the pixelated style for font and icons/etc. It's harsh on the eyes, often difficult to read, and many of the icons are monochrome and samey looking which makes them hard to distinguish at a glance.
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On 11/24/2023 at 1:27 AM, Buzz313th said:
Ohh ok. That makes sense..
Question then..
You guys released this video of Mortoc's Reentry FX ingame yesterday.
It looks "Cool", but I noticed that it looks less animated than Mortoc's original Reentry FX posted in the following video a few months ago. Why the change to a less dynamic effect?
I would guess that some things got tweaked to make it run smoother inside the game. The fluttering effect is actually a bit overdone in that older video though, if you look at real videos of Falcon 9 fairings re-entering, the plasma stream coming off of the outer edges of the vehicle is very smooth and persistent.
What's missing is the turbulence in the low pressure area behind the spacecraft, the extended tail of plasma, and maybe some sparks from ablative material burning away. All that extra detail just to look pretty can get computationally expensive to render though, especially when it has to work on any insane object the player might throw at the atmosphere.
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I'm hoping the pace of content updates increases as the game's foundation becomes more stable, but even being optimistic I expect it will be at least 6 months between milestones.
I think it's worth noting that we've already seen some of the work done on other milestones, and not every employee is focused solely on the next milestone. Artists can be working on a totally different feature than programmers at any given time, for example.
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Prior to early access it might have said multiplayer because that is a planned feature and the game was unreleased. Now that it's released into early access the tags need to reflect what is currently in the game.
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On 9/13/2023 at 12:41 AM, The Aziz said:
Oh how typical. 90% of the players struggles to land on the Mun even when it's this tiny
That 2% of mad people: MAKE IT EVEN HARDER
Changing the planet/moon scale doesn't really affect the difficulty because the mini scale versions have the same gravity. They are scaled down in the first place primarily because it's easier for the engine to deal with and less work for the artists.
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I think a lot of old regulars were ready to say goodbye to KSP1 and experience new things with KSP2, especially after development officially ended. Now they're stuck not wanting to go back to KSP1 that they played a million times, but can't really play KSP2 yet either.
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On 3/27/2023 at 10:30 PM, Jacke said:
How does @HarvesteR pronounce 'Kerbal' ?
He says it right here, rhymes with gerbil
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I haven't spent a ton of time with it yet, but performance seems to be much better regarding the engine exhaust and fuel flow calculation. Initial liftoff is still the worst performing portion of the game as expected, and for me it went from 5-10fps to 20-25fps; still low but that's a significant improvement. Takes the game from borderline unplayable to reasonably enjoyable.
i7-6700k, 5600XT, 16GB DDR4 -- 1080p max settings
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The KSP1 style PAW is much better, but the new parts manager window should stay as a secondary option opened from the toolbar.
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You might be able to fiddle with the Settings.json file in C:\Users\[YourName]\AppData\LocalLow\Intercept Games\ Kerbal Space Program 2\Global
Otherwise I would just use regular old windowed mode.
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Almost no games use MSAA anymore because it's incompatible with deferred rendering. I assume KSP2 is using FXAA, TAA, or some other variety of post-process anti-aliasing like most games these days.
There are clearly some problems with the way it's working right now though. Seems like it's only being applied to certain objects.
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The Proton M crash from 2013 is probably one of the best documented examples of a Kerbal style failure in real life. It flips completely upside down before the interstage begins to visibly buckle.
One month and counting
in KSP2 Discussion
Posted
The dev branches on Steam continue to be updated, so someone is working. The question is whether or not any work continues after the end of June.