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Everything posted by Nerdy_Mike
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Release KSP2 Release Notes - Update v0.1.1.0
Nerdy_Mike replied to Intercept Games's topic in KSP2 Dev Updates
All good. We have lots of things happening -
Release KSP2 Release Notes - Update v0.1.1.0
Nerdy_Mike replied to Intercept Games's topic in KSP2 Dev Updates
We don't have an exact timeline, but it is coming. We just don't have a timeline to confirm what patch number yet. -
We love to see it!
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How much more official of a statement can I give you? Everything is "okay" and we are tracking to deliver the full game that was promised. You'll see more information from me and the rest of the tea, in the future. On that note the future is very bright for KSP2 and I can't wait until everyone sees the work / progress we're making here at Intercept.
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In light of recent news, we at Intercept Games want to assure the community that KSP2's development is continuing as planned and we will continue to provide updates about the game throughout the coming weeks and months. Our first patch is scheduled to be released shortly and we will have more information on that in the coming days.
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Hey all, I can confirm the price was adjusted in Mexico. Epic Games Store purchases will be automatically refunded the difference. Steam users I am looking into if it's automatically refunded at the moment as the change just went through.
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KSP2 Performance Hey Kerbonauts, KSP Community Lead Michael Loreno here. I’ve connected with multiple teams within Intercept after ingesting feedback from the community and I’d like to address some of the concerns that are circulating regarding KSP 2 performance and min spec. First and foremost, we need to apologize for how the initial rollout of the hardware specs communication went. It was confusing and distressful for many of you, and we’re here to provide clarity. TLDR: The game is certainly playable on machines below our min spec, but because no two people play the game exactly the same way (and because a physics sandbox game of this kind creates literally limitless potential for players to build anything and go anywhere), it’s very challenging to predict the experience that any particular player will have on day 1. We’ve chosen to be conservative for the time being, in order to manage player expectations. We will update these spec recommendations as the game evolves. Below is an updated graphic for recommended hardware specs: I’d like to provide some details here about how we arrived at those specs and what we’re currently doing to improve them. To address those who are worried that this spec will never change: KSP2’s performance is not set in stone. The game is undergoing continuous optimization, and performance will improve over the course of Early Access. We’ll do our best to communicate when future updates contain meaningful performance improvements, so watch this space. Our determination of minimum and recommended specs for day 1 is based on our best understanding of what machinery will provide the best experience across the widest possible range of gameplay scenarios. In general, every feature goes through the following steps: Get it working Get it stable Get it performant Get it moddable As you may have already gathered, different features are living in different stages on this list right now. We’re confident that the game is now fun and full-featured enough to share with the public, but we are entering Early Access with the expectation that the community understands that this is a game in active development. That means that some features may be present in non-optimized forms in order to unblock other features or areas of gameplay that we want people to be able to experience today. Over the course of Early Access, you will see many features make their way from step 1 through step 4. Here’s what our engineers are working on right now to improve performance during Early Access: Terrain optimization. The current terrain implementation meets our main goal of displaying multiple octaves of detail at all altitudes, and across multiple biome types. We are now hard at work on a deep overhaul of this system that will not only further improve terrain fidelity and variety, but that will do so more efficiently. Fuel flow/Resource System optimization. Some of you may have noticed that adding a high number of engines noticeably impacts framerate. This has to do with CPU-intensive fuel flow and Delta-V update calculations that are exacerbated when multiple engines are pulling from a common fuel source. The current system is both working and stable, but there is clearly room for performance improvement. We are re-evaluating this system to improve its scalability. As we move forward into Early Access, we expect to receive lots of feedback from our players, not only about the overall quality of their play experiences, but about whether their goals are being served by our game as it runs on their hardware. This input will give us a much better picture of how we’re tracking relative to the needs of our community. With that, keep sending over the feedback, and thanks for helping us make this game as great as it can be!
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Kerbal Space Program 2 Release into Early Access Feb 24th
Nerdy_Mike replied to Intercept Games's topic in 2022
Unfortunately I can't give an answer today, but in time we'll be able to share more about that. -
Kerbal Space Program 2 Release into Early Access Feb 24th
Nerdy_Mike replied to Intercept Games's topic in 2022
All platforms are being considered, but for Early Access we're focused on giving the Community the best possible experience and with that PC is our focus for now. -
The crew and the people here really are great. I'm so excited to be here and I'll do my best to be around and answer things as I can
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Thanks everyone for being so welcoming
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Hello everyone, I apologize for my late reply to this. The dev diary came down due to an error on our web side, but we plan on having it go live this week. I should have posted sooner, but I appreciate everyone understanding and we're working hard to make sure this doesn't happen again. I just ask for a little more patience and we will have it live for everyone to view on the KSP site.
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Hello everyone, I wanted to take a moment to introduce myself as I am the new Franchise Community Lead for Private Division with my focus on KSP. I’m very excited to be here and even more excited to get to know many of you within the Community. I will try to be as active here as I can be, but most of the time the best way to get ahold of me is via Twitter @Nerdy_Mike A little about me: I have been around video games all my life and somewhere in my 20’s I decided I wanted to make a career out of something that I love (video games and people) and with that I was lucky enough to land a job with Ubisoft where I was able to work on many titles and learn from some great people. From there I went to WB Games for a little over a year where I worked on MultiVersus and after that launched I made the jump to Private Division to be here with all of you. KSP is a new journey for me as I will admit I don’t know everything there is about the game, but I am eager to learn so if you have any tips & tricks or things I should learn / do, please sent it my way. Thank you all for reading and again I am very excited to be here
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