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Everything posted by Scarecrow71
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Discord AMA 2 - Design Director Shana Markham Answers
Scarecrow71 replied to Dakota's topic in KSP2 Discussion
I wouldn't say they are meaningless. You still have to account for the trip itself, colonies will still need maintaining, and you can't just let the ship idle. -
I'm with @JoeSchmuckatelli on this. I've got a couple hundred hours in, and I have decided to put the game down until at least the next patch. Simple, core functionality that exists in KSP1 does not exist here. There are major bugs that make the game unplayable in some instances. And the dev team is all but ignoring these in favor of working on roadmap features that are several steps away. I have lost faith in this game and this company. This is why I almost never buy games in early access. And I really wanted this one to be different.
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And I'm done. I give up. I am officially putting KSP2 on the shelf until the devs can fix the most basic of things. Today I attempted to go to and land on Minmus. I have both reaction wheels and RCS thrusters on my lander, along with a poodle engine that has gimbal. So I get into orbit and then time-warp until I'm at about 20km above the surface. I decouple from the transfer stage - with RCS turned on and the craft already set on SAS to point to retrograde - and watch the craft spin uncontrollably. Slow at first, but then faster and faster until it literally looks like a red blob on my screen. I revert to an earlier save, time-warp until I'm closer to the surface before decoupling, and watch the same thing happen. For TWO FREAKING HOURS this morning I sat and tried everything I could think of to have this not happen. And every single time I decoupled, no matter where, at what speed, what trajectory, what direction I was pointing, uncontrollable spin. I need to point out here that this is the same craft I used to land on the Mun yesterday. SAME FREAKING CRAFT. No spin on the Mun, but I'll be damned if the lander didn't just decide to flip out every time near Minmus. This is not expected behavior. As far as I'm concerned, this is a major bug and now makes the game unplayable until fixed. I refuse - REFUSE - to believe that it's something I did. How is it that I can take this craft and land on Mun but not on Minmus? How is it that I can get to, land on, and return from Duna but not Minmus? No, my friends, I am not doing something wrong. The code in the game is causing this ridiculously uncontrollable spin that should not be there. I'm done. I am putting this down until the next patch comes out. I refuse to sit here for hours and hours trying to figure out what is happening when the answer is as simple as "the devs need to fix this".
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Exactly that. She literally stated they were proud of the product they put out there.
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Think about that for a moment. In the 2 months the game has been out, they've had to fix 400+ issues...and they aren't even close to being done with fixes. Not to mention that they aren't ready to being able to do roadmap feature releases, even though we've been shown gameplay that for some reason doesn't yet exist.
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@cfloutier I used K2-D2 for the first time today, specifically for the landing feature. Oh my word is that awesome. The one suggestion I have is that I wish we could select the landing site and have the tool do all the necessary burns (plane change, deorbit, landing) for us. I did the plane change on deorbit, but when selecting land it literally just applied the brakes and landed where it was and not in the crater I was hoping for. Other than that, this mod now makes my must-have list.
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On the topic of maneuver nodes, why was the decision made to not allow creation or editing of maneuver nodes while paused? This forces new players to think quickly and do something during ascent that they may not know how to do right at first. Please being this functionality back.
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Discord AMA 2 - Design Director Shana Markham Answers
Scarecrow71 replied to Dakota's topic in KSP2 Discussion
If that's is the case, then why the delays for several years? -
Thought I was pretty clear in the litany of posts I've put out here since then, but the short list is... Lack of parts Game-breaking bugs Performance is still not up to par Lack of communication as to when roadmap features are going to be worked on Devs appear, through screenshots we've been given, to be playing a version of the game that is nothing like what we have The most egregious thing that happened in the AMA was Shana stating how proud the team was of the game they've given us. Made me physically ill to hear that. She even goes so far as to admit it's not really a game yet. How can they possibly be proud of something this bad?
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Today I decided to start a new campaign and attempt to land on every celestial body, one by one. Starting with the Mun. Of course, in the most Kerbal of fashion, I named the ship Minmus-Ho I. Poor little Kerbals don't even know where they are headed. That shot above the surface of the Mun is far better than the one on the surface. From space it looked so cool, all pitted and such. On the surface...blech. How does it look so awesome one way, but so bland another? Anyhow, Mun conquered. Bill, Billy-Bobman, and Riblorf all made it there and back safely. Minmus is next! Even if we have to name the ship Mun-Ho!
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For the past 2 months, I've been in the "Just wait a while; it will get better; give it a chance to get patched" camp. After the AMA yesterday, I am ready to put the game down almost permanently. KSP2 has reminded me of why I don't purchase games in early access. I've been reminded of why I wait to buy fully finished games, or at least wait for others to purchase and provide solid reviews and then make a decision. What we were given in early access, even after 2 patches, is nowhere close to what we were promised FOR YEARS. People can sugar-coat this all they want, but the truth and fact of the matter is that KSP2 is not very good. And it's a bit scary to think that the people who paid $50 and didn't refund - like myself, for example - are looking at never getting the completed game we paid for. I am aware that paying the $50 during early access is no guarantee of what we will or won't get. But there is an expectation of what we are to be getting, coupled with the continued promises from the dev team that the game they are working on is coming along great. I just wonder when we are going to get what they seem to be playing with on a daily basis that is so awesome.
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Discord AMA 2 - Design Director Shana Markham Answers
Scarecrow71 replied to Dakota's topic in KSP2 Discussion
But it isn't even a game yet. Shana admitted as much during the AMA this morning. It is merely a toy, a sandbox to build ships and try to launch them. No direction, no meaning, no cohesion. And with all the bugs and lack of parts it is hard to stay interested for much longer. The statement about being proud of this does not help their case. KSP2 is in dire straits, and it needs fixing. And they shouldn't be relying on the modders to give us functionality that should be core. To be proud of this is to really not take any pride in their work. ...Or it is all lip service, shilling for the execs. Either way, it's a bad face to present to the customer. -
Discord AMA 2 - Design Director Shana Markham Answers
Scarecrow71 replied to Dakota's topic in KSP2 Discussion
Dude, quit cherry picking interpretations. I literally quoted what Shana said in answer to the question: It is right there in black and white. It isn't up for debate. When asked if they were happy about the state of the game, Shana said they were proud of what they put out. That is what was asked and said. Anything else you want to believe is simply false. -
Discord AMA 2 - Design Director Shana Markham Answers
Scarecrow71 replied to Dakota's topic in KSP2 Discussion
Wrong. Shana stated it, and Dakota put it in the answers above: And you can listen to the audio for verification. -
Discord AMA 2 - Design Director Shana Markham Answers
Scarecrow71 replied to Dakota's topic in KSP2 Discussion
A few thoughts based upon the AMA this morning. Colonies sounds like they are going to turn KSP2 into a resource management game, similar to early versions of Railroad Tycoon or Civilization. Each of those games starts off with you being small, then you explore and expand, find resources, then ship them somewhere else and micro manage them to the point of focusing solely on the supply chain instead of rockets. I know Shana stated they want to focus the game on rockets, but it seems like, the more we get answers, the more they are adding stuff that takes away from rockets instead of enhancing them. I am wondering who is really picking the questions to be answered. There were a lot of really great questions that were asked that didn't get picked up, and even a couple where Shana said that it was a good question didn't seem to get a decent answer. I get that she's a game designer and not a code monkey, and she probably doesn't have any advance knowledge of certain things. But to avoid asking about bugs, or directed questions about when we can expect major features, or even expanding the parts list...I don't know. Seems shaky to me. I won't apologize for this next statement: How on Kerbin can the team be proud of the game they've put out? I have been pretty stout in my stance to this point about how the game will improve, and to give the team time, and to not get too wound up about the problems because they are working on them. But that statement at the end made me phyiscally ill to hear. Major bugs that still haven't been fixed, no roadmap features, performance is a joke. Short list of parts, and Shana even admitted that the Parts Manager has its own problems that didn't do much for them taking away the part action window. The game has a whole bunch of negative reviews, we are hovering at a peak of about 450ish players, and we are wandering into territory where we have more people having refunded the game than those who still own it. I get that the company isn't going to be all negative about it, but at least show a bit of honesty and humility. It does no good to talk about how great you want the game to be when the game you gave us is, quite frankly, not very good. I know Dakota has an audio recording of the AMA, but I also have video on my channel on YouTube. Linked here for posterity.- 98 replies
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Multiplayer question, how important it is to you?
Scarecrow71 replied to Piotrr's topic in KSP2 Discussion
It honestly has nothing to do with whether I've met nice people or not. The simple fact is these types of people/players exist, and I don't want to deal with them. It is easier to just do solo, which is what I'll do. -
I am continuing trying to launch a probe into orbit using nothing but Separatrons. Werner Von Kerman has told me that the idea is sound, and preliminary testing has shown that you can in fact get to about 30km using light parts and a boatload of seps. Unfortunately, at some point, the kraken rears its ugly head and causes the ship to spin into oblivion simply due to not having enough struts (which, if you have on your ship, causes ridiculous drag and adds unnecessary weight to the craft). But testing continues! The Las Kerbas Space Agency will figure a way out of this (even if that means we have to wait for a patch).
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TWR of 1.0 might - and that's a pretty strong MIGHT - get you off the launchpad. Maybe. And just barely. And will waste a whole lot of fuel to do so. The biggest detriment to this challenge, apart from having zero rules other than TWR to the Mun and back, is that the stock game doesn't display TWR in any fashion. You need a mod like Micro-Engineer to display this for you. Not to mention that you will be fiddling with the throttle the entire time you are flying (and there may be times where your TWR is less than 1.0 due to low gravity and the engine you are using). All told, I'm not sure this challenge is do-able. I mean, I'll give it a shot at some point...but I don't think you can get off the launchpad at 1.0.
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Multiplayer question, how important it is to you?
Scarecrow71 replied to Piotrr's topic in KSP2 Discussion
Never interact directly, but can alter the shape of the game? You literally just described why I will never play multi-player - other players going out of their way to hose the rest. At its core, the ability to alter the shape of the game without ever having to deal with other players, whether that be by colonizing planets or cutting off trade routes or what-have-you, simply means that there WILL be players on a server that have no interest in actually playing together but rather going out of their way to "win". Let's take the inverse here. If you are in a multi-player game and you simply don't want to interact with the other players, then all you are doing is, effectively, hosing them. You are taking away resources and trade lanes and planets from other players simply because you can. It's MP? They need this too? Oh, forget them; I came to play BY MYSELF. You literally made my argument for why some of us will never play multi-player. And again, if your goal in multi-player is to never interact with the other players, then why are you there? Why not just play solo instead of taking up the space? -
Multiplayer question, how important it is to you?
Scarecrow71 replied to Piotrr's topic in KSP2 Discussion
If this is the case...then what is the point of playing multiplayer? -
I gotta say that, for the TWR readout alone, this mod is a must-have for me.
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I am reaching this point as we speak. Yeah, I can build a craft and get it to Duna and back. But the number of bugs I have to deal with to do so is just insane. And that doesn't take into account the stupidly small number of parts we are stuck with, with no idea when we or if we are getting more. The ugly bug I ran into today involved my craft spinning unctorollably on the launchpad until it burst apart at the seams simply because I didn't have struts connecting two trusses together at multiple - yes, MULTIPLE - points. Explain to me how exactly a ship just blows up because, although the parts are connected and centered. There are no struts. Ridiculous. ,(For the record. I'm trying to build a craft to get into orbit using only separatrons. Which I can do in KSP1.)
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Symmetry Part Limit?
Scarecrow71 replied to Scarecrow71's topic in KSP2 Technical Support (PC, modded installs)
And after doing some testing, I figured out that this was due to the noodling effect on rockets. Even though I have but one truss stacked upon another, the craft bounced and shook all over the place on the launchpad, causing the vehicle to destroy itself. I had to add struts around the entirety of the craft - 12, to be precise - to keep the craft from doing this. In my opinion, this is a bug. 2 parts stacked one upon the other should not have this effect. If I was 10 parts high, sure. But 2? That's ridiculous. Just because I have symmetry for a bunch of the same part on the craft shouldn't make it so that the parts can't stack properly.