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Scarecrow71

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  1. It is just sad that Take Two cares so little about the community that they can't even be bothered to talk to us about what happened...but then turn around and make sure nobody else can either.
  2. That is a good point. With the exceptions of Mike, Dakota, and Nate, we don't know if anyone inside IG was able to secure continued employment through Take Two. However, Nate was able to transfer internally...and he was eventually let go. And Take Two did announce at roughly the same time that they were letting a significant portion of their overall corporate-wide staff go. So while I agree that this is correct in theory, the odds are pretty long that anyone from IG is still around at Take Two. Not impossible, but certainly not feasible.
  3. Categorically and unquestionably false. The entire studio has been laid off, with no remaining employees. The WARN notification literally stated the studio was shut down. No amount of copium/hopium will make this not true. Secondarily to that, and to one of your other points in this statement - with no studio and no employees, there is nobody there to work on KSP2. Which means it is not being developed any further. Again, no amount of copium/hopium will change that. It's an AMA, so you can ask him anything you want. The problem is that he was pushed out during the very early stages of EA, which means he will have no knowledge of anything that has happened since he was fired other than what all of us know. And that's assuming he isn't under some wild NDA preventing him from talking about anything. The expectations weren't set by the community though. TT/PD/IG set high expectations for the sequel, and Nate did a wonderful job of over-hyping an alpha-level tech demo. We followed what we were told/given. If anyone is to blame for setting too-high expectations, it's the company. KSP1 is not being further developed. Period. At all, by anyone, at this time. Unless the IP is sold to another studio, we won't ever see KSP2. Believe me when I say that I hope I am seriously wrong on that, because this franchise has so much potential to be as big as GTA, if only TT would recognize that. But for now, it isn't being developed. It cannot be overstated, or stated enough, that there is no more IG, and there are no employees from IG that have been retained. Period.
  4. What I'm beginning to find disgusting is the community's reluctance to just finally let it go. KSP2 is dead, the studio is closed, the publisher is on the trading block, and the parent company doesn't give two squats about what is going on. Zero communication from anyone, and the game is a shambles. Why are we still beating this dead horse?
  5. Well, I don't have an official source...but my GeForce driver got an update on the 16th. Same day that NVidia apparently updated the graphics settings for KSP2. There is a post on the Steam forums from April 2023 indicating they optimized the settings then, but that's more than a year old.
  6. That is not true. KSP2 is dead, and will remain dead regardless of whether or not KSP1 exists. By your logic, any sequel that is dead is technically not so long as the original exists. That's like saying someone who died isn't really dead simply because their parents or antecedents are still alive. We may at some point get another sequel, but the current iteration will not rise from the ashes. It's a foregone conclusion that anyone who even attempts to revive it will have to start with a brand new codebase, leaving nothing of the original KSP2 intact. The only talking point about KSP2, which is continued to be beaten to death, is that it is dead. There is literally nothing else to discuss on the game until/unless someone comes out with a new version of it. English forum, mate. But, for posterity, the translation: In the meantime, I continue to hope that people will continue to come back to the KSP1 community, and that we can return it to what it was before all this KSP2 nonsense.
  7. Never a more Kerbal statement hath been uttered. I love it! Anyhow, as has been mentioned, you are the pilot! You get to control which way the rocket pitches, how fast it goes, and where it goes. The different "careers" of the Kerbals in the game allow for some different functionality, but none of them allow for an auto-pilot of sorts to just fly the thing into orbit. The basic functionality of a pilot is to allow for full control of the rocket regardless of whether or not you have antenna and/or connectivity back to the KSC. This is especially important on really long interplanetary flights (like, if you are circling Jool, for instance). An engineer, on the other hand, can fly the rocket, but he does not have access to the SAS functions like a pilot does. Rather, the engineer can do EVA construction and add/remove parts from craft in orbit (or even landed!). So as stated, you are the pilot. When you are flying a rocket, it's up to you to do the gravity turn and pitch the right way and all to get into orbit. The ship is capable of getting there; now you just have to guide it. A simple how-to: Fly straight up until your speed reaches ~100 m/s. You can see this right on the top of the NavBall. At 100 m/s, starting pitching east (using WASD) until you are at ~80ish degrees. The key you use will depend upon the orientation of the command module; you can see the red line marking NORTH on the NavBall, and you want to pitch right of that. Hint: I always orient my craft so that the red line is pointing straight down on NavBall, so when I pitch I need only use S. But it's up to however comfortable you feel! At this point, you will be watching altitude. When your overall altitude is ~4500 meters, pitch more to the east until you are at about 60ish degrees. Keep an eye on your thrust-to-weight ratio (TWR); you want this to stay in the neighborhood of 1.5. You can find this by clicking on the current stage that is firing; the little box should expand and show you the TWR. Keep an eye on your Ap altitude, which you can find in the lower left corner. You want this to be increasing, but not too fast (this goes along with keeping on eye on your TWR). When you reach an altitude - true altitude, not Ap - of ~20km, pitch over east to 45 degrees. Now, the upper atmosphere ends at 70km, so anything over this is in orbit. What you want is to shoot for nothing less than 75km as your Ap altitude - Ap being the highest point of your altitude - determines how easy or hard it is to circularize your orbit. The closer your Ap is to the 70km threshold, the harder it is going to be to get your Pe - the lowest part of your altitude/orbit - above 70km. I generally shoot for an Ap of 100km, but when you are starting out, I think 75 is a good place to practice at. At some point while you are still in the upper atmosphere, you will need to start leveling off your trajectory. You want to slowly pitch over until you are at ~15ish degrees. Flatter is better, but this is going to all be dependent upon how fast you are moving (pay attention to TWR, and keep it under 1.5!). By now you should have an Ap greater than 70km. Flatten completely to 0 degrees (again, ish), and wait until you are 10-15 seconds away from Ap. Then fire the engines full thrust and circularize that orbit! Step 9 is really the hardest (in my opinion) part of all of this. When you fire to circularize depends on a lot of things, not the least of which is what your Ap is. It also depends on how heavy your ship is, the maximum TWR you can achieve, and whether or not you have the fuel to do so. Remember that it takes ~3600 m/s of dV to get into orbit...and that doesn't include any fuel you might need to go elsewhere (like the Mun) or to get back home. Actually, there is nothing basic about orbital mechanics. This is, technically speaking, a pretty complicated thing to grasp. Thankfully, KSP is here to help us all understand what is going on and how to do it. But trust me when I say that it will all be worth it. You'll be on your way to Mun, Minmus, Duna, and beyond soon enough. And frustrating? Fret not, kerbonaut! Everyone on this forum - EVERYONE - went through this. We all had these questions, and we all had the same learning curve. Eventually it will be second nature. As soon as you get one technique down, you'll have to learn something new. Or you'll learn that you keep forgetting something simple - for me, it's ladders and chutes - and you will pull your hair out. That's why we have save and load. And reverting flights. Someone above did mention mods. I would avoid them like the plague until you learn how to get to orbit. Once you are comfortable with doing that manually, then I suggest you look into mods. However, I highly recommend going through the Caveman challenge (linked below). The things you will learn trying to unlock the tech tree without upgrades will be invaluable to your KSP careers. The KSP Caveman Challenge 1.11.x - 1.12.x - KSP1 Challenges & Mission ideas - Kerbal Space Program Forums
  8. I prefer to use MechJeb's planetary transfer maneuver node function. Not only does it create the node and calculate the dV needed, it tells you how far into the future the node is being created. It isn't perfect...but this is KSP, so nothing is ever perfect, right?
  9. 2 things immediately come to mind. You have somehow altered the mapping of the keys that control throttle. Unlikely, but it wouldn't hurt to look to make sure you have Z/X for full up/total kill, and then Left Shift/Left CTRL for smaller up/down increments. You are flying a probe, or a command module without a pilot, that does not have communication back to KSP or to a probe/satellite/command module that has CommNet connectivity. I believe "Require Connection For Control" and "CommNet" are enabled by default in the settings. This is the more likely scenario here, but you can always go into the settings and turn both of these OFF (deselect them) and you should get connectivity back and be able to fly. If neither of those is the issue, then I'll echo what Vanamonde said above and ask for pictures of the craft.
  10. I think you may be referring to the following article from thegeek.games? Is a New Mafia in Development at Take-Two alongside an Unannounced Remake? - theGeek.games The short version: 2K animator Brett Shupe has had a lot of projects under his belt since 2022, one of which is an "upcoming unannounced remake". Could be anything, from literally anywhere in the TTi catalog.
  11. Seeing as we are just throwing names out there to invest in the IP, why not go to the top of the rich pile and ask Bill Gates?
  12. I think we should use one of the million other threads that are out there for specifically talking about this.
  13. Is there talk in here somewhere about starting a new forum if this one gets shut down? I see talk above about backing this one up, but nothing about a new forum. I would be highly interested in having a conversation about starting up a new forum should it come to that. Moderators, cost, DBA work, front end scripting...all the pieces.
  14. Yeah, I forgot Reddit. Might be because a lot of the people there are kids who can't use the search function before asking if they should buy KSP2. But you are correct that it exists and could be used.
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