gluckez
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the one thing I'm looking forward to in ksp3 is NOT BUYING IT until it's finished. pretty sure T2 would pull this scam again. or maybe even better, I'm just not buying any of their games again and I hope they go bankrupt
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thanks! I'm gonna look into that
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can't say I blame you for that xD it's really difficult. I've never modded a game, but I'm willing to try. I wonder if there's a modding API documentation anywhere for KSP1, if not it would be useful to create one to see how far this community can take that game.
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small tip: If you want to learn Unity, learn C#, not C++, there's a difference. I can work in both Unreal and Unity, and program in C#, and am thinking about modding original ksp as well, but it's a lot of work. Just a heads up, if learning the engine and programming language seems overwhelming to you, wait until you learn what actually goes into making a full game, or even just a mod.
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thanks for the tip, I gave it a shot. I'm going to keep trying but my hopes are pretty low right now. take2 should be the one held responsible, not the players.
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I tried to get a refund, but Valve won't give me one
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IG web site is still up, still KSP2-centric, and is morbidly funny
gluckez replied to attosecond's topic in KSP2 Discussion
- we are a team... no you're not, you're about to get laid off and already looking for another job - we ship great games for our players.. you mean the buggy mess you didn't finish? - we are true to our word... what word? I hear a deafening silence. or did you mean the promise you made to finish the game? - we are improving every day... I'm not seeing any progress and you'll get laid off any day now give me back my money Also, if you try to open their job openings, take2's website gives a 404 not found, but the UI can't handle it (another bug xD) -
I'm pretty sure our corporate overlords are hard at work asking chatgpt what the best way to phrase it would be, but I'm going to guess it goes something like this: In order to insure the satisfaction of the players, developers and, most importantly, our pockets and those of the shareholders, we are currently exploring possibilities to extract every possible penny from the players and laying off all our developers. We are very proud our revenue streams, and will keep following the strategy of delivering only 5%, while cashing in 100% and laying off the devs before the product is completed but after it is already sold. thank you for your trust. kind regards, Take two (or more) interactive.
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T2 interactive layoffs
gluckez replied to Majorjim!'s topic in KSP2 Suggestions and Development Discussion
trust me my friend, you're not alone in this -
T2 interactive layoffs
gluckez replied to Majorjim!'s topic in KSP2 Suggestions and Development Discussion
Honestly, at this point, unless I hear something along the lines of "We're ok, on this date we'll push the next update and then we'll continue working on the rest of the roadmap for the game you already paid for", I'm going to assume that the corporate overlords shut it down and scammed all of us. I've always been very positive and patient, but seeing the news like that with no further updates is enough for me to assume the worst. This isn't a problem with the dev team, this is management and shareholders, and they don't give a * about you and your favorite game. this should be illegal, and I hope I'm wrong, but I lost hope in Take 2, and I'm never buying anything from them again because I simply don't trust that they'll actually give me what I paid for. -
Why play (suggestions)
gluckez replied to kfsone's topic in KSP2 Suggestions and Development Discussion
I think this is indeed what @kfsone is looking for. I do still enjoy the cinematics of orbiting close to a planet or moon with the sun on the horizon when I do it in game though. The colonies update will eventually lead to the things you are looking for. You can set up automated routes to collect resources, and be able to lift off from your colonies, or start from the OAB. With the addition of the orbital assembly building, you'll probably have the ability to just build your vessel in space, and start from there, or load an already built one. This way you wouldn't have to start from the surface. You could already build some stuff that make you feel you've reached the next stage. I currently have an interplanetary transfer stage docked to my space station, waiting for an Eve lander that can carry 10 kerbals, but unfortunately, I'm not there yet. When I need to refuel it, I just send up one refueling rocket, and turn on infinite propellant while I refuel it, because I'm too lazy to do it several times even though I know I could. -
Why play (suggestions)
gluckez replied to kfsone's topic in KSP2 Suggestions and Development Discussion
isn't that the point of the game? You build your rocket, and you account for the types of engine, fuel, the total weight, the different stages. You plan everything in advance, based on the kind of mission you want to do. if the game is just going to put you into an orbit, why bother adding the first 2 stages, and why bother caring about drag? being able to put a massive, fully fueled lander in orbit, docking it with an interplanetary stage that you also launch from the surface is part of what makes the mission fun for me. You can use the cheat menu if you want to cheat your vessel into an orbit I guess, but the last thing I would want is that the game plays itself for me... -
that is exactly what I said... It's not evidence, it's my experience with Unity. You saying you've never played a good driving sim made in Unity is also not evidence that it's impossible to make one.
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that you've tried. I've built small racing games in Unity before that did work fine. but the thing there is that the suspension and friction settings were configured specifically for a vehicle of which I knew the weight, and speed. It's a whole different thing to make it so it works perfectly in environments with different gravity, for vehicles that could vary in weight, on a terrain with different friction. tweaking the values is a simple as going on the runway and trying it out, you don't need to be an expert on it, it couldn't be any more straightforward. you also expect the player to know what type of engine to use for what stage, and that just requires some experience.