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Everything posted by Stephensan
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K.E.R.B. Report Update
Stephensan replied to Dakota's topic in KSP2 Suggestions and Development Discussion
leeks, sneak leaks, teasing, sneak peaks is all the same in the war of lacking sneakpeaks upper management doesn't understand if you remove your "voice" and your public presence the only word of mouth is the users. and if users aren't happy, its a spiral. -
K.E.R.B. Report Update
Stephensan replied to Dakota's topic in KSP2 Suggestions and Development Discussion
i just simply think there is to FEW CM's, even when the other one comes back i doubt it be enough for leaks and for them to not like, melt due to amount of work there needs to be 4 cm's and 1 always working on leaks -
K.E.R.B. Report Update
Stephensan replied to Dakota's topic in KSP2 Suggestions and Development Discussion
To help us understand better. Simply due to the shift heavily going to colonies work instead of smaller bugs (cause large bugs take forever) with NDA's, and just information you cannot talk to the public, it will be shifted to monthly due to "there ain't nothing new in this front" due to the priority shift to colonies. for a TLDR? -
What happened to increased communication?
Stephensan replied to DoomsdayDuck555's topic in KSP2 Discussion
we got a long time before we get more "communication" aka (leaks) -
What happened to increased communication?
Stephensan replied to DoomsdayDuck555's topic in KSP2 Discussion
also this is extremely flat understanding of what there work flow is like, this is ofc different in some fashion or way Just hope for mike to be back on board soon i know his situation, it should hopefully cause fewer headaches with the community communication, there is to much work for 1 person, and a little to much for 2 people, you need 3 or 4... i have something of an understanding of what's needed for this community: Mike and Dakota is two, which is the bare minimum from what it seems. 3rd should be for more communication to users and platforms that are harder to reach or not as active as discord, doesn't mean this person cannot use discord, just more active, like on the forums for example. 4th should be for more creation of leaks, photos, videos, mini-part/action posts to give perhaps the name, and the flavor text and its size, location leaks, and proper far away to JUST somewhat see what the leak is showing.. The fourth person should be in a lot of contact of the early access parts/features/ giving this user/person the time needed to make the leaks proper such as i stated before. Photo of part/craft/location of the building, either doing a "slow" build adding more and more parts, or start off with a chunk of new parts, and do for parts: Photo of parts or craft/building(s), or adding new part as if you are build a craft (be in space looking cool and fancy) or if a building just add it to the colony (spruce it up once in a while building a new colony to change location). Video of it in motion (if possible to see if its on, spinning, engine plumes, or even just lights turning on). Kerbal for scale (if wanted). If not in a build, see it near other craft/parts as if it was a functional part Mini post of the part, engine, and building, telling us its function, giving us the name, size and flavor text of it (can be kept secret some parts to create hype). Repeat process adding a new part to the craft/location if this way was used.. Even if we got 20 new parts and we got ALL this done besides step 6 (due to it being a repeat statement) each week, we would have 20 weeks of leaks.. 5 months or so of consistent once-a-day leaks of the game... either showing, a video, photo, kerbal for scale (if wanted), the function of the part, building, giving us a random leak of the name, function, size, or flavor text, it wouldn't be bad due to once a week a new part is shown, or added to a larger build. The issue is that the fourth person got a lot of work to be done and is pretty much needs to be consistently working on leaks and wouldn't really have time to be a real CM, just doing the leaks. Hence, its not on the other real CM's plate, even though they are a real CM's just they have a large focus of creating leaks for the community, This person still can talk to the community just like any other CM but his job isn't juggling everything , having a solid one person doing leaks that has a good decent mental plan makes it go along way. @Dakota This is my brain storming idea, the issue is the amount of CM's overall, there isn't a real solid answer to fix everything, but the amount people isn't enough just simply due to amount of users across all platforms. and the last one doesn't need alot of large requirements to create the job, only real passion of the game, a clear mental focus of what and how the leaks need to be created/published, an understanding of communication to users.. etc and not like a full on real CM example: -
Parts & Vessels All Jet Engines Switch/Toggle Mode When Air Deprived
Stephensan replied to Stephensan's question in Parts & Vessels
This bug is still active and still simple to test and pull off. To test it is still the same way the original bug report was reported and they still behave as what the initial bug report reported. -
Parts & Vessels All Jet Engines Switch/Toggle Mode When Air Deprived
Stephensan replied to Stephensan's question in Parts & Vessels
This post needs to be merged with This bug report has all the air-breathing engines which also includes the j-33. and just tested today, that this bug still affects all air breathing engines, so just do a mega thread instead of one bug report per engine when it affects all. -
Flight Craft Wobbles and then Shakes Itself Apart After Loading a Save File
Stephensan replied to Stephensan's question in Flight
Also going to add this This issue can cause Save Rot. Save Rot, means even if you go back on saves on the craft the issue persist and is only really "fixable" by grounding the mission to the initial launch.. This will cause headaches if you built a craft and it's perfectly normal even in a sandbox state and then return on the save you actually wanted to do, put the craft where you wanted it, even made sure the issue of wobbling didn't exist.. The issue can arise after doing multiple missions and when returning to the craft regardless of which save you pick, the wobbling can start, causing a save rot, rotting the usefulness of the craft, and can cause the reverting of a lot of progress. Save Rot, isn't end all of end all, there is a chance with enough saves that suddenly the wobbling stops, but I'm talking 30+ quicksaves/saves can go away just trying save a single craft. It is possible to get the craft in less saves "rotted" but its hard to reproduce the cause of the issue, it just starts. -
Bug Status [3/11]
Stephensan replied to Intercept Games's topic in KSP2 Suggestions and Development Discussion
i need more silliness kind regard -Ksp 2 community -
What happened to increased communication?
Stephensan replied to DoomsdayDuck555's topic in KSP2 Discussion
I just see general issues over and over They are treating the Beta/Early Access as the real game, so behind the curtain, is for an "element of surprise".. There is simply zero ways for us users to help find bugs in updates that are not out yet. With only two CM's one on leave and the other is poor dakota, there is simply not enough CM's to keep the community satisfied. For example, we hear about the holy grail of the slack channels, and yet dakota cannot show nor talk about anything that is really in there.. I mean is it really hard to do that, give us no information unless it's really needed and show us untextured models, or UI WIP, or something of the sorts? I really don't know who is the big wig on that but it's getting kinda silly hearing about crafts they have built, cool stuff the team has been working on and everything in between that they have had to make multiple Slack(tm) channels just to keep it in check. saying that some of the team even adds music and other things to it and what not and then just not show any of it?? Just to get like a 1st anniversary of the game a single photo/leak of colonies, and to see, read or hear that the team wishes that we could see it spin around or if it was in motion cause it looks so cool, like the first year? What does that mean, the textures only got worked on and its movement is not functional yet? I'm questioning if it is hard to post a photo and then during the same time, create a video of the vehicle in motion in case the parts show physical movement, and if you want to get extra spicy put a kerbal near the part/craft. Example: Teaser 1 Teaser 2 Teaser 3, 4 Also making a funny joke that some of the videos recorded are like 1080p30fps/60fps and like 2500kbps. I just made 3 or 4 leaks out of a single craft and guess what, that will be 4 weeks' worth of leaks instead of a single photo and groaning of "where leak", you know how long it took for even editing placing craft down and video editing well if i wasn't doing other things all this would have taken an 30 minutes at most, and 30% of it was trying to make a poor first leak photo instead of the crisp 4k. but man. -
Flight Craft Wobbles and then Shakes Itself Apart After Loading a Save File
Stephensan replied to Stephensan's question in Flight
poggers -
should have been here, sorry i wasn't nice leaks cannot wait to see more, glad its been a year first 8 months was the hardest year of it all
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the thing i dislike about the graphics (besides the lack of good clouds and weather etc.) is the inconsistency of the game looking good or not, high quality textures or not etc.. avg texture for most of my landings, either due to location or "geolocation" on the planet/moon.. I spoiled cause like a lot of photos.. there is just some hope that we get weather with better clouds, reentry effects tweaked a little, perhaps slightly better textures for certain areas on planets, colored reentry, sparks on reentry and shock cones for atmosphere flight.. a lot of small things, but we have a lot of work to be done also, i really do not want to go to laythe to see good clouds/atmosphereic effects, i just want some decent large clouds on kerbin, lava lamps just don't suit the game with everything else being so dramatic
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Release KSP2 Release Notes - Update v0.2.1.0
Stephensan replied to Intercept Games's topic in KSP2 Dev Updates
is seeing crafts overlayed over the re entry effects on the bug list or a bug report with a suggestion making it be overlayed over and off having reentry effects not showing the craft? -
You can’t spell User Interface without U & I
Stephensan replied to Nesses's topic in KSP2 Dev Updates
man i was hoping to see hex colors for some reason XD anyway, good post, its better to read -
Bug Status [1/12]
Stephensan replied to Intercept Games's topic in KSP2 Suggestions and Development Discussion
i have absolutely sent in on a large build going around 8kms into kerbals astmophere and lost 0.2 tons. it really needs to be tweaked. -
Bug Status [1/12]
Stephensan replied to Intercept Games's topic in KSP2 Suggestions and Development Discussion
i think it should just be an option to have simplified or something closer to Comnet, let the users decide if they want more of a realistic challenge, requiring more parts more launches etc to make there game more interesting. -
Bug Status [1/12]
Stephensan replied to Intercept Games's topic in KSP2 Suggestions and Development Discussion
i don't need to re-read what i saw happen, i was there when the "show went down" (insert circus music). just hearing suggestions and talk about it on discord is nothing really official on post on it.. Discord talk at the end of the day from even the gods of intercept games for ksp 2 is as much value as me saying I'm a developer due to giving feedback that "might help" due to playing like 1,000 hours. my input doesn't really matter its more so the entire community, I'm like a broken record with mods that i would like to see as vanilla but i can see why it isn't in base game, things like K2D2, Flightplan, Alarmclock, Trim Control, Kerbal Headlights.. l know that alarm clock has been screamed top of the lungs, and now its even a mod. The community shows what the game is missing, and it doesn't hurt to talk to modders and ask to put mods into base game.. like alarm clock. and kerbal headlights.. etc. -
Bug Status [1/12]
Stephensan replied to Intercept Games's topic in KSP2 Suggestions and Development Discussion
Signals go through planets and moons (CommNet/Antennas not affected by occlusion) the community just wants ComNet just like ksp 1, and if you want to make it more complex if you like.. non kerbal controlled builds are far far to easy, and it will slowly boil down to the features and mindset like Ksp 1 Comnet. Also, just like Surface Scanning to find the POI's without needing to use other people question to find it.. something like Orbital Survey, By Falki works just fine right now. just make it find POI's aswell. this includes what they just posted 2 hours ago.. its shockingly already exists in the game as a mod. i only somewhat dislike it uses parts vanilla but as a mod its perfectly ok.. its something sorely missing right now in ksp 2. i don't mind if its almost a drop in as of right now, but much prefer a actual new model(s) -
thinking the best way get rid of this lack of wanting play ksp 2 0.2.0 due to burn out is to install some mods.
