

VlonaldKerman
Members-
Posts
316 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by VlonaldKerman
-
I feel like this is an attack on Warm Snow, which has more current players than KSP 2 and a higher all-time peek. I understand criticism of KSP 2 but warm snow? Come on.
-
See title. There’s been a lot of contentious debate on this forum, and throughout the discussions, this one question keeps popping into my mind. Interested to hear the community’s thoughts on this?
-
Really appreciate how this post directly addresses some of the discussions that have been playing out on this forum. Thanks for this, looking forward to the next update.
-
I loled at this because I didn’t see this coming but it’s 100% accurate lmao. Not super interested in arguing about the anti-aliasing in KSP 2 beta but I had to thumbs up the comment for this. Edit: they also own lots of information about you and your hardware, permanently! Gotta love that EULA.
-
Even with AA on this seems to happen. Def not a rig issue either- I've got an RTX 4090. I can get 60 fps but still aliasing issues.
-
Unless they didn't initially plan on having interstellar, planning on reusing the KSP 1 codebase would have been a decision worth criticizing. I'm pretty ignorant on this stuff, but if you read the dev blogs, they certainly talk as if the terrain system, colony stuff wrt. supply routes and background processes, and physics resolution at interstellar scales are each deeply challenging technical problems which require rewriting fundamental code. In fact, I remember the reasoning behind KSP 2 being, originally, according to STG, created was that the KSP 1 architecture was insufficient for substantial further improvements to be made. In other words, redesigning core functions was synonymous with the development of KSP 2 from the project's inception. I currently doubt that their intention was ever to, "[make] a big enough expansion to KSP to sell it as a new game, but still, fundamentally, on the same tech, recycling much of KSP code and art." Personally, if I had to guess, I would guess that this is the way it went, or that the scope never changed, and it was ambitious from the beginning. Again, I'm guessing. I agree, I suspect it was started from scratch. But, as stated in my prior points, I think it wasn't obvious at all that the initial project had to be scrapped, prior to the new datapoint of the EA release. In fact, looking in from the outside, as you mentioned in your post, with a delay only until 2021, the most reasonable conclusion was that (and the stated reasons at the time were that) a combination of COVID and corporate stuff had slowed progress on the build of the game that was supposed to be released in 2020. This is a fair point. However, the mere fact that the screenshots from 2020-21 were lackluster is not evidence that KSP 2 was initially supposed to be a KSP 1 reskin. It could also be a signal of incompetence/over-ambition of the dev team at STG- many of whom transferred to PD and are still working on the project. For this reason, the history of the development of KSP 2 seems important. I never said I considered it to be "going well." Only that, as a statement of fact, it is possible that the game could release in two years, and it wouldn't shock me. It is possible for people to have opinions in between "Everything is going fine and as expected," and, "The recked development of KSP 2 will lead the world into nuclear war." Eek. Saw this.
-
I am aware of all of this... Correct me if I'm wrong, but I recall reading that most of the dev team ended up transferring. Thus, with respect to a "neon sign", I don't think it's obvious at all that the game had to be scrapped and restarted. Sure, I would expect delays and difficulties, and that's why it made sense when they delayed the game for a number of months, rather than years. Everyone in the community seemed pretty understanding, and still cautiously optimistic. I don't remember it being widely known or discussed that they were essentially starting from scratch. Again, correct me if I'm wrong. I completely agree with what you've said here. The point of my post was to highlight the fact that messaging/communication is largely responsible for the backlash that KSP 2 has received. Indeed, as many have pointed out, the game is in early access, and many early access games release in various states (I would argue most better off than the 0.1 release of KSP 2). However, those games don't receive 50% positive reviews on Steam, therefore, something must be different about KSP 2. Are KSP fans more negative than the average fanbase? I would say certainly not. My post was about my interpretation of the negative reception of the release- that is, that either: 1) The game was in development for multiple years before the planned release date and should therefore be in a more advanced state, especially given that (if I recall correctly, may be wrong) they didn't initially plan on releasing early access (certainly not this early) and so such messaging arrived at the last minute, or, 2) The game had to be scrapped when T2 took over, and redone from scratch. In this case, I think it would be fair both to criticize STG for wanting to release a game that evidently was so bad it had to be trashed, and T2/PD for the bizarre schedule of delays, and a lack of transparency about why those delays were taking place. As you point out, it would have been better for them to say, "Turns out, game is in a bad state, we're going to have to do a lot of work. It will likely be several years, maybe tentatively 2022+". People would have been disappointed, but I think it's important to remember that every time they announced a delay the overwhelming sentiment from the community was, "take your time, do it right." With respect to the topic of this thread... the timetable for new content release is obviously dependent on what exists so far. The good news is that if in fact development had to be restarted 3 years ago, I would say that development has moved at a reasonable pace. Therefore, I would expect EA to be nearly complete in a couple of years at most. I suspect updates will be sparse as they work on core systems and other "back-end" stuff, and a lot of the chunkier "content" updates will be more rapid as many of the assets/implementation are already actually written, though not yet integrated.
-
So work began on the scheduled release date... I've said it before, if they announced early access dropping 2022 and it got delayed and is in this state, I think no one would have a problem with that. The reason why people are complaining is that there was clearly mismanagement (at best) behind the scenes and no explanation has been forthcoming. No matter how you slice it or dice it, if they had to start over from scratch in 2020, they should have delayed it more than a year. Therefore, their delay timeline + the state of the game is fishy. For me personally, I'm still waiting and hopeful that the game will end up being great.
-
Is it just me or is Kerbin's terrain shorter in ksp2?
VlonaldKerman replied to Mikhail Kerbachev's topic in KSP2 Discussion
The old mountains were disproportionately huge compared to the size of Kerbin. 6000+ m mountains on kerbin are like 60000+ m mountains on earth. The to-scale version of Mt. Everest in KSP would be ~800m tall. That said, Kerbins atmosphere is also rediculously tall, and I’m not a stickler for perfect geological realism. I enjoyed the old mountains- I used to climb them on foot (because I’m weird and I’m a climber myself). -
I believe the explosion was actually range safety self destruct, not even exploding bc of aero (yet).
-
Discord AMA 2 - Shana Markham - SUBMIT QUESTIONS HERE
VlonaldKerman replied to Ghostii_Space's topic in KSP2 Discussion
How different are the core physics systems from the first game? How much of the core architecture has been redesigned, and what is planned? -
Release KSP2 Release Notes - Update v0.1.2.0
VlonaldKerman replied to Intercept Games's topic in KSP2 Dev Updates
Hehehehehe... yeeeeaahhhh boiiiii -
I think they’ll have some sort of LS functionality for colonies but not sure about vessels. They’ll probably leave that up to modders.
-
WE ARE SAVED! KERBALS NOW HAVE RESERVED PARKING!!!!!! Devs are absolute legends I can’t wait to play next update. BIG KSP 2 W!!!!!
-
Kernels are lettuce.
-
Trajectory incorrectly calculates SOI intercept
VlonaldKerman replied to VlonaldKerman's topic in v0.1.1
Yes- this looks like a special case of some kind of more general trajectory bug. This is extremely similar to what I encountered. -
Strength/integrity of radially attached parts inconsistent and erroneous
VlonaldKerman replied to twich22's topic in v0.1.1
I have also experienced this with landing legs falling off and dropping my lander to the ground for no reason, after the craft has landed and been stable for several seconds. -
Predicting the near and far future of KSP 2
VlonaldKerman replied to Tazooka's topic in KSP2 Discussion
Personally, I'm not too jazzed about multiplayer. If I could sacrifice MP and guarantee that colony systems and interstellar travel will work perfectly and be great, then I would. -
Definitely NOT SOI exit rings- I think it's either orbit lines being rendered for another star, or a graphical artifact of my orbital trajectory line being extended so far.
-
Update: after reversing and exiting Kerbol's SOI on the opposite side, I can't see the star icon anymore. I'll leave the game running for a while tomorrow and see if anything happens. That's wild.