gluckez
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KSP2 Release Notes
Everything posted by 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.
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That is just not true. Unity's wheel colliders and joints are notoriously difficult and annoying to work with, sure, but if you're able to configure them properly they work perfectly. They will not "always end up skating.". It's probably just that the rover mechanics aren't the biggest priority of the dev team at this moment.
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Today, I finally managed to finish my vacation to Laythe. I started the mission earlier, to send Val and Tim to the beach in a space plane, but given the extreme reentry heating, I wasn't able to actually survive Laythe entry. Until now The last patch really made it easy. I basically built a space plane and a transfer stage, sent it into orbit separately, docked them together and went off to Laythe. I used gravity assists at Tylo to capture me, and lower my orbit to laythe, and then again to eject me from the Jool system, back to kerbin.
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it was the game bugging out, because when I made a maneuver node it said I only needed a bit over 2k, and that's also how Im used to doing it. But my fuel levels were going down faster than the maneuver timer. It's like there was a fuel leak or something.
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Just had the worst ksp experience ever It started out wanting to do a rescue mission for 2 kerbals, one stranded in Tylo orbit, and one on the Tylo surface, from a previous mission. Previously, I had estimated the amount of deltaV wrong, or ksp got it wrong. either way, it ended up in the above situation. So I build a new transfer vehicle, more than triple the amount of deltaV, launch it into orbit, perfect. I build my new lander, over also a little bit more deltaV than the original, but I added more stages than the original so I could make optimal use of my fuel. It all started going wrong when I started my burn to Jool, it took over 3x as much deltaV than the readout said, but no worries, I should still have plenty left for the return. it burned over 10k deltaV, while saying it only needed about 2.5k. The rendezvous with the stranded kerbal in orbit went pretty smooth. a few gravity assists and I got a nice Tylo orbit, without spending almost any fuel. The real trouble started on Tylo. Not only did it require almost 4k deltaV to land, even after shedding some stages. Bob, who was stranded on the surface, couldn't walk to the rocket when it had finally landed. it's like he ran into an invisible wall and started floating. when I switched back to the ship, or every time I loaded a save, it launched itself off it's landing legs and exploded. I eventually managed to retract the landing legs and land on some fuel tanks, and got Bob on board, ready to go back. Again, it took way more deltaV than it said, but when trying to rendezvous with the transfer stage, both just kept spinning out of control constantly. And when I finally did manage to dock with it (at this point there was only my command pod with some rcs thrusters left) it said I had no more fuel, even though I still should have about 7k deltaV in the tanks. The return trip should've only cost me 2.5k again, but ofcourse, it took everything I had and still couldn't even get a gravity assist. so I just settled and said screw it, I'm cheating my way home. I ran into so many bugs, there's just too much to even start making bug reports about. I just needed to vent somewhere I think I'm gonna lay off this game again for a while because this just took too much out of me, and that for only a measly 5k science points.
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Kerbal Progression
gluckez replied to rayoyrayo's topic in KSP2 Suggestions and Development Discussion
he's on vacation in the mohole until someone goes and rescues him -
just because it's behind you doesn't mean burning retrograde will decrease your relative velocity. It might increase if you target behind you is already going faster than you. like @The Aziz said, change the mode of the navball so it says Target, then burn retrograde relative to the target to match it's speed.
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Can confirm this is still an issue in 0.2. I ran into this yesterday when trying to send a crew to my space station in a starship-esque rocket with a cargo nosecone attached to a docking port. After opening the nosecone and docking to the space station everything was fine. As soon as I undocked, the nosecone got stuck to the space station (regardless of which docking port I undocked). This caused both vessels to spin out of control as the ship though the nosecone was still attached (I could still open and close it). Luckily, when I undocked the docking port of the ship itself, I managed to break free from it and return to kerbin, without nose cone that is. Don't worry, nobody was killed in the process and the "landing" was somewhat smooth. Not sure how to upload pictures here, but I did make some screenshots
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Parts & Vessels All Jet Engines Switch/Toggle Mode When Air Deprived
gluckez replied to Stephensan's question in Parts & Vessels
Ah, I was wondering why my plane was tipping over as soon as I reached 10km... this explains it. but it's also weird that it happens so fast though, usually I would gradually increase my speed between 10km and 20km and then switch mode, but now I burn up in the atmosphere before I even get to that point -
Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Linux (Kubuntu 22.04) | CPU: Ryzen 7 | GPU: Nvidia RTX 3060 | RAM: 64 Gb Either the eeloo mission does not complete when entering it's sphere of influence, or it's not mentioned that you need to have a kerbal on board. I tried sending a probe to get some science, but the mission didn't complete. I collected data high above Eeloo and in low Eeloo orbit