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KSP2 Release Notes
Everything posted by Strawberry
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I worded that in a confusing way, im not refering to mission system when i say missions, im refering to some nodes having a checklist of land on mun. I could be completely wrong about this, but i think the existence of pages and the pages being themed around celestial bodies makes this likely. All speculation, so could be completely wrong about this.
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Nate does show off the whole tech tree as of current in the presentation, since the stream is still on going I cant timestamp but it was roughly 2 hours ago. Stream is here: Quality is low so I cant exactly be confident that Im reading these nodes correctly, but each of the four pages of the science tab is themed around a planet (Kerbin, Duna, Jool, and finally Eeloo). I think its likely advancing these pages will be gated by doing missions. The Jool tab has a node that seems to be titled deep space mechanics, so thats likely the mission gate for accessing the Eeloo tab. The duna tab the only thing that seems fitting as a gate is a science node titled modular launches (stream is blurry so I could be very well misreading these), which is interesting. A few other interesting things is that there appears to be aquatic science, and radiation science in the tech tree. I'm hoping someone there took a higher quality video of it that way we can actually firmly read the tech tree. The team has christmas break so theres an inherit limit on how late it can be for december.
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Oh yeah it wasnt included in this forum post but blackrack has been hired and some of his work should be in 1.5 which is nice
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We know that the news recap we get will be a forum post so it wont quite be a devchat technically, but still itll be nice to see what science news we get and ill be curious for it
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Dakotas sharing photos of Nate and SZ just exploring the muesuem where the event is taking place right now which is nice. SW Dennis, Matt Lowne, and everyday astronaut are also at the event and while Im not aware if we’ve heard anything about them being there involving ksp2, i wont be suprised if we get interviews from them as well which would be neat.
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No? Also welcome back to the forums!
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Timed Science
Strawberry replied to DoomsdayDuck555's topic in KSP2 Suggestions and Development Discussion
I dont think that every science part being done over time would be needed, but some being done over time i think would add a lot of variation in your missions. -
I mean considering that there will be social post sharing whatever new things come out of that event, and making those posts fall under the community teams jurisdiction and theyre likely making them now/already made them, i see no reason to believe that dakota is being left ouf of info because ????. Just because dakota is keeping info from us doesnt mean he doesnt know it, idk if he knows word to word what nate will say, but its pretty safe to bet he knows the main talking points.
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To be fair, i think the intent of the comment is less “expect nothing if small news, expect something if big” and more of just “If we’re going into big stuff expect appropiate coverage”. Regardless of if i end up being right about this or not, im very likely reading into it too much. The cm team has generally been good about transcribing news and stuff like that, so if its just a screenshot of a science part we’ll probably see that screenshot, if its how all of science works we will probably see a dev blog about it.
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I doubt theyll reveal anything meaningful about science, I'm pretty sure their comm strategy at the moment is "Lets focus on whats right ahead of us and what we are confident we can deliver", and science is still at least two updates away (1.6 is practically confirmed with the comment about wanting to mostly fix wobble before science). If I were to try and pull something out about what I think will happen, I think itll be about reentry visuals. Update 1.5 is likely twoish weeks away, so it would be a good time to reveal what the major feature of that update will be, and reentry visuals is a good candidate for what it will be. Not to mention, they've teased that different atmospheres will have different reentry effects, giving a speech and a dev blog attached about how the hypothetical atmospheric conditions affect how visuals look would both fit with the event, and also give good chances for lots of eye candy. (also this may be reading too much into stuff, but the fact that dakota specificed blog here makes me feel like we're getting a dev blog on saturday as we know we're already getting some sort of comms about what went on for the event regardless, idk could be wrong about this).
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All information on KSP2 I’ve listed so far.
Strawberry replied to ConsoleCoder's topic in KSP2 Discussion
There are 4 planet systems in code, however that does not mean that there will be 4 planer systems come 1.0. All offical comms so far have stated that there goal for 1.0 is to have 3 star systems (kerbol, deb deb, and unnamed.). It is very unlikely for there to be more then 3 star systems while in early access. Also for a good chunk of those planets, the only info we have on them is from code and the info from code is very limited. The planets gotten from code basically all we know about them is their name, what star system their tied to, and some basic atmospheric conditions, i wouldnt be confident saying lapat has vegetation for example. Also this code appears to be heavily wip and likely old (for example the code listed planets that devs have said will be in deb deb as not being in deb deb and vice versa), stuff can and likely will change in regards to planets -
Offically, these teams are kept seperate and honestly at least when it comes to engineers I have no reason to disbelieve this stance. Like, I wouldnt be suprised if early on for the second game some artists and designers came along and helped kickstart it, but artists and designers just arent the speed limit for ksp2 so like okay. For most of the engineers, it just doesnt make sense to have them work on the second game because the type of engineers ksp2 has arent cheap. We dont know much about the second game besides its science themed and probably level based, but its a safe bet that the technical implementation of it is far easier then ksps because most games are. Paul Furio (former tech director who has hired most of the current engineers) approach was as far as i can tell to hire select very talented engineers, you can look at their linkedins and theyre impressive. These types of engineers arent cheap, and using these engineers you hired to focus on incredibly technical issues to do stuff your average unity dev can do is just throwing money down the drain, which seems counterproductive to being a cashgrab.
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Bug Status [10/4]
Strawberry replied to Intercept Games's topic in KSP2 Suggestions and Development Discussion
Can we get clarification on if the game is simulating every aspect of all crafts at once or just simulating certain aspects like resource flow that are viewed as needed for things like colonies? -
Im guessing this will go into details about what wobbliness changes we can expect for 1.5 which will be neat
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Bob, literally who cares about him he has so little going on
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You promised us communication, where is it?
Strawberry replied to RayneCloud's topic in KSP2 Discussion
If youre refering to no announcement on discord, thats pretty usual there and i think is fine. Its pretty easy to tell theres a new challenge for discord because the topics page will light up. For the no challenge on forums thats definitely an oversight and should be fixed @Dakota(apologies for giving you more work today as i assume youre gonna be busy today). I do think the team could get more consistent with things like posting announcements to all the platforms like kerb, it does seem like there should be some sort of shared todo list or something like it for the announcements (stuff like kerb) to make sure no platform is left behind. -
You promised us communication, where is it?
Strawberry replied to RayneCloud's topic in KSP2 Discussion
To clarify, while the code designs for most of these things are similar (ie both ksp1 and 2 use a pqs system), the actual code is different, as far as we can tell, no code has been straight up copy and pasted. This doesnt neccisarily detract from your point that many of the bugs of ksp2 are due to using similar systems to ksp1, but its an important distinction that needs to be made. -
You promised us communication, where is it?
Strawberry replied to RayneCloud's topic in KSP2 Discussion
Most of these are just asking for hotfixes in general, not neccisarily for 1.3, and then just to make sure the community knew that was all the hotfixes for 1.3, they went ahead and clarified. Like, I dont think the communication was bad here, it was pretty implicit that this was it for 1.3, and then just to make sure they made it explicit. Its hard to take your complaints about communication seriously when most of them is just ignoring what is said and just hyperfocusing on one phrase completely stripped of context, like tell me again about how nate simpson said “wobble is good” and just convinently ignore the “can” slapped in the middle of the actual quote -
You promised us communication, where is it?
Strawberry replied to RayneCloud's topic in KSP2 Discussion
I mean, tbh I dont think most people were expecting any additional hotfixes for 1.3. I thought it was pretty clear to everyone involved that those hotfixes were just for regressions/bugs that barely avoided getting into the update. Like the team has stated many times that theyre generally reluctant for hotfixes -
You promised us communication, where is it?
Strawberry replied to RayneCloud's topic in KSP2 Discussion
I think kerb is a part of what they meant by revisiting communication strategy but also the switch to videos is almost certainly part of it as well. Mike being out for paternal leave will definitely slow down comms, so I wont expect the small scale comms (stuff like directly commenting on reddit/forum threads) to significantly improve in the next few months. We know the reentry video took like over a month to make and I assume a lot of the time was just getting the procedure down, once the team gets more used to it theyll probably be able to make videos much more efficently. Im guessing large scale comms (ie videos) will peak in a month and a half or so, but as holidays and paternal leave happens dip to like a 2-3 week cadence. -
You promised us communication, where is it?
Strawberry replied to RayneCloud's topic in KSP2 Discussion
Also they've had 3 years to prep their FFFs for a single year. More communication is good but sadly more communication is complicated. -
You promised us communication, where is it?
Strawberry replied to RayneCloud's topic in KSP2 Discussion
I realized I never shared my actual thoughts on this thread. Yeah the communication slowdown sucks, I think its a reason for a lot of tensions. I don't think its because the devs are too scared to speak or whatever (honestly the cms talk about as much in the forums pre comm slowdown). If you want the offical CM answer, check below, if you want my analysis I think its pretty explainable by two things. 1. The CMs have been down a member for around two months now, the most drastic slowdown compared to the time of weekly upnates was right after the CM left the team. Having a third of your team leave will seriously mess up your workflows. 2. The CM team is switching to a new format for large scale communications. I think the call to switch to a video format is a good one, the recent reentry video was pretty well received, however the swap to a different workflow will slow you down a lot. I think in retrospect not doing a fullswap from "upnates" to videos wouldve been good that way natural delays and the like in videos dont get seen as the devs abandoning all communications. Both of these fortunately are temporary things, but both hiring a new CM and being able to better regularize video production will take a while to happen. (btw we got a minor update on the getting a third CM back today see below) Mildly off topic but also not, for my take on the interplatform communication, its fine. I think there's a fundamental disconnect between "What we (involved community members) would like to know" and "What's actually productive to broadcast out" that I generally try to fill. For example, the unity change wasn't highlighted a lot, it was only posted in the modding discord and the modding subforum on here. I think a lot of people would want to know that the unity is changing as we are a curious bunch, but if you just put something out like that on the unity change, even if you specify its just a change that effects modders, people will either go "Okay and?" or "This means that hdrp is happening in 1.5!!", both of which arent good responses from your community. I do think where interplatform communication could improve is 1. Communicating the mild scales news gap that dev tracker fills to reddit and twitter feels lacking (disclaimer, I dont use either of these platform for ksp), I think a link to dev tracker or something like that in the reddit header would be neat. 2. I think that casual communication is inherently hard on the forums because threads are very focused and formal (compared to the more branching and casual discord conversations), however I still think some casual communication would be nice. Like, I dont think there's any thread to where you could go @ dakota hows the hunt for the new cm going? And it wouldnt be off topic for the thread. But I do think there are times where a cm can casually interject in a thread and add a bit more context. For example I think a tiny two-three sentence comment like the first discord image (would probably have to be worded differently to account for cultural differences) would do a lot for this thread. I think just casual clarifications and microscale news here on the forums would do a long way in the perceived communications gap.