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zeekzeek22

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Everything posted by zeekzeek22

  1. I second this sort of feature (which could all be lumped into a category that can be toggled in settings with one click, for those who like their simulator without the silliness). This is definitely a long-future, probably past 1.0 feature, but these kinds of things would be really fun and could be exported as shareable videos. I'd be down with a vertical split screen: one side shows the crash, the other side shows the Kerbal audience who has great reactions to the crashes, including a cheer for a successful landing or something. Maybe it could be a tab in the training center titled "Debriefs" or something, and you can click in and it will have a few autogenerated ones...an achievements debrief, a crashes debrief, and maybe other tools for sharing recorded footage, with features accumulating to make it the social media menu, with maybe even a clip editor to add filters and effects (add a retro film countdown to some grain-ified moon landing footage)...a not-real-time video-editor analog to the common photo modes. At the very least, modes like this makes people's shared content into better autoadvertizement for late-stage sales, which is probably why these modes are so ubiquitous. Yeah this idea spiralled out from a small feature into a long-term major feature suite. I don't even use photo modes, I just know the community would love this. Or I may be wrong, and all these features are a waste of time to integrate, since video editor already exist.
  2. I guess it sounds like people feel like it should have been marketed as "Discounted preorder+alpha/beta access" instead of "EA" because there is an assumed (but by no means definite) industry standard of pretty-polished-but-feature/story-incomplete. It's semantics really, but if you feel strongly that the terms should have definable expectations, I can understand the upset. As well, I don't really get the argument that AAA titles/publishers shouldn't use EA...EA is a way to amortize some of the development debt early and get some free QA, which makes sense from a finance perspective for any company, not just cash-strapped indies. Which preorders also do. Like yeah, using players as free QA is greedy when your company is big, but, none of us have to do it. I also think Intercept did communicate a lot of the situation: they said they had a feature-completish somewhat-playable build internally, but that they would be disassembling it to use EA to bug-hunt in sections. They didn't communicate HOW bugful it would be, but they were clear about what was up. I think we all assumed that if they were playing internally, it would have QOL features like dV managers and non-finicky maneuvers, and that the kraken wouldn't be everywhere. I certainly assumed that and was surprised. Lastly...isn't Private Division a mid-sized publisher that exclusively publishes games made by small-to-mid-sized indie developers? Intercept isn't indie, obv. It's in-house. but it's still a small business and a small team. KSP2 is not from a AAA developer, it's not being published by Take Two directly. The corporate relationships are there but I've definitely learned within my own industry that subsidiaries of huge megacorps can still be as simple as mom-and-pop shops. For example, some of my favorite local small-batch craft breweries were bought by Anheuser Busch...but their product is still what they were before. Being owned by a publisher that is owned by Take Two doesn't make Intercept a AAA development studio. So all the AAA talk is misplaced. Re: "AAA pricing"...I personally think indie games can be priced whatever they want and whatever makes sense for their budget, but that's a to-each-their-own opinion, not a declaration.
  3. BTW if you watch the EA launch trailer, at one point when they have math on the whiteboard they have the Drake Equation with a solution ">1" and a picture of an alien. Presuming they don't mean themselves.....
  4. Really excited for KSP2 to develop. I played a bit, I am *DYINGLY EXCITED* for whatever the story behind the anomalies are. Might reboot KSP1 to refresh myself on what my optimized rockets looked like...after over a year off KSP1, my attempt at a Dres rocket was way too huge. My Mun rocket was enormous and I kept thinking "I swear to god I got enough dV out of a WAY smaller rocket"...bigger fuel tanks don't always solve the problem. I can't wait to open KSP2 in ~May and watch it run WAY smoother with lots of bugs gone, so I can actually do an LKO refueling and go find the anomalies for myself. In the meantime, I got Valheim to finish!
  5. There are *so many disclaimers*. The EA Release should be viewed as: "Preorder our game that releases in a year for a 10$ discount" *PLUS* "And as a bonus you can play the dev versions of the game until launch" which honestly sounds pretty nice. NOT "You are paying AAA price for a AAA game NOW and you should expect it NOW" If you wanted to pay AAA price for AAA quality, just wait till it's fully released. Or if you want AAA quality at a 10$ discount, buy it now and never open it till full release. But on Steam every EA game has "This is not a AAA-quality release build" plastered in giant letters. SMH
  6. Yeah I can understand a bit of whiplash at what we saw in the ESA preview…they always said Early Access, which we know *can* mean a buggy Alpha build. But it was conspicuous that they never said “hey guys, EA is going to be a very rough version, there will be bugs galore, including lots of low-hanging visual bugs we haven’t gotten to yet.”….they didn’t do anything to temper expectation, so we were a bit surprised is all. The way they talked about the whole game being done and they’re using EA to bug hunt in stages made it seem like they were further along in basic QA. it’s now evident they focused on getting the core code of the game complete first…making sure every feature integrates, and punting even the simplest visual bug till later. End result: an unoptimized visual mess, but that has really strong bones complete across all promised features. The rest is just polish.
  7. I always think: they have to BUILD KSP2 to even start finding the bugs in KSP2. And they acknowledged that building it was hard. But they definitely built it. Now comes the fun/harder part!
  8. Agreed. I think more of the parent-kid science influencers and such would be a good market! But at the end of the day, the educational tool aspect that KSP1 did is really the widest net you could reasonably cast…but it’ll be way down the road, since the game rrquirements. Thinking of the requirements, I bet their marketing dept has a bunch of phases planned out, as the has-a-good-enough-computer Venn diagram traverses different parts of the market. Like, no sense publishing a pre-college educational edition until the average school computer can run a cut-down version. interesting to ponder what gaming genre fandoms have untapped KSP-consumer-potential, as well as what non-gamer consumer bases.
  9. Definitely NOT at EA, should do those promos at 1.0 release. But would love to see Kelly Gerardi and her daughter Delta playing at 1.0, seeing Emily Calandrelli do some of the educational content, and others. I’m realizing I’m such a space-focused person that I only know space science celebs…what Geology/Weather/Aero “celebs” are out there? I gotta get on Geology-tok haha Also, Tory Bruno talks KSP all the time, but he’s obv a more bespoke “celebrity” than Elon.
  10. Looking forward to resources and campaign progression, but also interesting post-1.0 collabs with NASA/ESA and the light. I’m rooting for a solar sail update! Physics time warp allows for it, the huge time scales of interstellar travel makes it makes sense, and would be a cool overlay toggle to see visualizations of solar wind and flares that you could surf on. 11 year cycle, and the weather repeats. ooo also give us secret coordinates to Easter eggs encoded in a new solar system’s star’s sunspots!
  11. I feel like the discussion misses three big points: 1. Something like 90% of people who paid for KSP1 never landed on Mun. Which means 90% of people who will drop money on KSP2 will not have the persistence to get to the point of 500 part colony fleets. The 10% that do, will likely be just fine. 2. They are designing this game for approachable specs at 1.0. The bell curve of “what do you have under the hood” will shift between now and 1.0. 3. Early access targets enthusiasts. The whole point of early access is just an open beta to enthusiasts. If they released with these specs in 12 months it’d be pretty reasonable. Enthusiasts are expected to have better hardware. At the end of the day, I’m going to boot up KSP2 on Day 1 on my wheezing 5yo 1080 Laptop, fly to Minmus on a ship with 20 parts that will not cause any meaningful performance drop, I’ll fill out an EA questionnaire to “do my part”, and I’ll put it down till science/career/resources are released, at which point I’m 6 months more likely to have replaced my computer. No problem. I think 90% of mid-range KSP players are going to do exactly that.
  12. I mean, still going to boot it up on my 5-year-old laptop, probably with graphics cranked as low as they’ll go. No regerts. Also, remember, we all have until full release to build a new pc. Also whatever those streamed-gaming services might work?
  13. Love how in the opening seconds showing the launch pad, there's propellant lines going to the pad, but they added little dirt mounds on either size that are *certainly* sized so that you can jump a rover over them. Like yes, they are realistic to protect them from launch exhaust, but I feel like they look very deliberately sized/spaced.
  14. Sidenote: Helecopter blades in space aren't limited to Ingenuity. Dragonfly is a thing. It's the size of a small car.
  15. As cool as it would be to have an engageable level of relativity involved in the game...my guess is that in KSP2, light moves instantaneously, and there is no time dilation. But yeah going fast enough to see abberations would be cool if not nightmarish.
  16. Wait isn't paying a content creator to do a paid advertisement...an ad?
  17. I think the flashing lights are explosions of some sort...at least the purple ones!
  18. There are different colored flashing lights and a few that arguably look like dark explosions on the coast beyond the water. Just a few minutes ago. I rewound and watched them a couple times.
  19. Just can’t wait to find things! I want to build a lander and just high-speed skirt across the landscape of the Mun looking for new goodies! Who knows what we’ll find!
  20. OO that's a good idea. Useful piece of info to put under the "advanced" tab, since we're going to see a LOT more SEP long burns.
  21. So is this like major-but-not-certainty confirmation of another species in KSP...be it an extinct precursor, or a civilization we'll meet...that's up for debate. But...this image pretty inarguably says "two species" right? Gah. I can't wait. Also thanks for the decoding! Anyone got a link to the interview where some old Squad dev talked about the story they cut from KSP 1? Edit nevermind found it.
  22. Ahhh watching him record high bay and machine shop and regulator noises...that's home for me every day at work and it will be so awesome in KSP2 to hear noises that aren't just meant to sound LIKE the places I am familiar with, but ARE the sounds...it'll get me so immersed. As for the whatchamacallit beneath the arch...ahhhhh! This hints to them finally following up on the never-implemented story parts of KSP. I would love for there to be story elements you can uncover if you go Anomaly-hunting, and ruins and lore and who knows what! Even, what if you need to find anomalies across the kerbolar system in order to piece together maps to specific star systems of interest...giving some purpose to "why these other stars in particular?" So much hype energy!
  23. Still, I agree something has to be done about docking ports, even if it's just a matter of making them 50% stiffer. But I also don't hate the idea that it'd be clearer in KSP2 that if you're going to high-thrust your on-orbit-construction, then you gotta do EVAs to add structural supports...like have it mentioned in a tutorial video about space station construction. That said, I wonder how much the space-docks result in a partial alternative: fewer docking ports because you build it in an orbital bay rather than piecewise from planetary launches.
  24. Well, that’s why I think it makes sense to have pre-determined “firsts”, but outside of that, the personal aspect would be being able to manually add events by planting flags or some orbital equivalent. Seems like a simple combo!
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