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KSP2 Release Notes
Everything posted by Fizzlebop Smith
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Has anyone achived a download or a file of this??
Fizzlebop Smith replied to ImNotJebediah's topic in KSP1 Discussion
(Fat fingered Wrong Thread) -
What happened to increased communication?
Fizzlebop Smith replied to DoomsdayDuck555's topic in KSP2 Discussion
Yep. In a nut shell. I don't necessarily need this today.. tomorrow. But I do want to see discussions on it. How to they plan on injecting longevity into the ganeplay? Do they think go here drop bubble, make colony will satisfy or replace missions? Any plan at all to implement procedural elements? What is planned regarding this massive interstellar void. Colonies and Resources is not the answer to this question. Like all things. There is little to no mention of what is in store for that aspect of the career gameplay loop. It is definitely something that could use some attention in this "increased communication" we are asking for. -
The harsh Squak of the alarm clock was grating on Kip's Nerves. It's sound was amplified through the induction speakers mounted into the walls of the patented "Somnolence Chamber" by GooGrate Inc. Well, at least he gets to fly again. Once part of the Dynamic Daredevil Duo he thought those dreams were gone. After that last scandal where he ended up doing a short stretch in jail & that treacherous Jeb ended up will Val. Luckily the new startup, Kerfarious Enterprises doesn't care about a criminal record. MEANWHILE...
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What happened to increased communication?
Fizzlebop Smith replied to DoomsdayDuck555's topic in KSP2 Discussion
Each person is entitled to their own opinion, but (beyond the initial startup phase) I have never had a KSP1 career playthrough be even remotely the same. Sure, Specifics regarding a mission may have parallel.. Take tourist here, gather reading from there. However, with contract configurator & subsequent contract content, many missions on prompted by most recent activities. However, If you ignore that mission to put a satellite around Jool, and instead head over to Duna you will be prompted to explore vastly different locations. and.. will see different things. Find different discoverables. One playthrough I focused on placing as many bases on as many bodies as I could. With refueling stations and extraplanetary launchpads. Mining exotic resources & using LP / OSE to fabricate Colonies on site. Another I decided I would skip the elaborate mining / rocket manufacturing & instead did small mining stations with orbital converters for refuel. Another playthrough I made a ton of planes and explored every inch of kerbin. As it stands now. The game stagnates quickly and has zero replay with regard to a career approach. It seems from the outside.. and no experience I'm coding.. that excrements could have been added easily & would ensure an endless amount of replay. Having a ratio of local missions VS greater amounts outside of Kerbins SOI could weight the game so to encourage pushing out system without taking the balls of what made career so much fun in KSP1. -
What happened to increased communication?
Fizzlebop Smith replied to DoomsdayDuck555's topic in KSP2 Discussion
THAT Where are the technical dev blogs. Where are the REAL AMA where questions about limitation & strategy are discussed. Where are the reddit AMAs & in depth talks about the "Wheel". So nothing regarding planned content? Start publishing the dev diaries from "For Science" Us those notes with a few water cooler questions / emails to generate an in depth dev blog on decisions behind tech tree groupings. The lack of substance is what sucks and lends me to the thought.. many decisions like tech tree ended up being ad hoc or arbitrarily assigned. When you see people talk about the negative aspects of the UI you see specifics.. Maneuver Tool, Camera Eccentricities, GUI elements blocked / hidden beyond other objects, poor click-through priority assignment, inability to maneuver in another SOI When people express a foundness for the new UI.. it's often "I like it" or "it's better than KSP1" The graphics are better. A new coat of paint.. but I dislike the UI intensely. Font Part Manager Staging Window Interaction Maneuver Tool Camera Controls Ship Save (Filters or Options for Structure) Could you please express the parts of the UI that you enjoy more? I like the stock app tray I like tracking station Aside I don't much like the UI -
Rovers is what bothers me the most. I enjoyed cruising across the alien landscapes. Currently impossible. Rover leaps into air and does figure 8's .. and continues without any control inputs. The advanced tweakables for many parts I KSP1 allowed us to tune what's "under the hood". Even a tiny RC car can overcome the obstacles my rover struggles with. Torque increase should decrease over all RPM of the drive. I'm not asking to have a bunch of sliders tp adjust gearing ratios across the transmission But You should ABSOLUTELY be able to design a rock crawler if you so choose.
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What happened to increased communication?
Fizzlebop Smith replied to DoomsdayDuck555's topic in KSP2 Discussion
I'm just Sad. I know people say touch grass & feces. I do. I wish I hadn't become as emotionally attached to KSP as I have. The same way some people gravitate to certain music when life sucks. I was overwhelmingly hopeful for this game but the more I read the more it appears to be going in completely different directions. I think this is the root of why we see so little content of worth. They fear *even more* negativity. Someone somewhere knows the community is split .. by review metrics, reddit, steam, here... Alot of sadness & anger. I think they KNOW any real communication about specific features has a chance of upsetting at minimum 47% (or whatever) of the community. I don't know if that's the case.. it just feels that way to me. I wish I could just smile and be hopeful that the game will end up in some state I will love. I know modders will make thay happen .. eventually. That it the day I truly await. -
What happened to increased communication?
Fizzlebop Smith replied to DoomsdayDuck555's topic in KSP2 Discussion
I think it's becoming more and more apparent the sentiment of various members of the community and developement team. This seems to be a direct result of selective disassociation. We have been told on a couple occasions that this should be the *Official* channel of communication. The mere volume of discord messages precludes permanence. In theory, discord messages are permanent and the threading system is attempting to transition into a more official form of game communication, but it still feels very transitory. However,that is the medium that receives the most attention from those chosen to interact with the community. The reason seem (to me) because there is still an overwhelmingly positive scope to what is being discussed on the various discord platforms. On the official Intercept discord there is very little outspoken negativity. Those using this medium have attributed this to their more discerning amd refined nature. Civilized and all. They are adults, we are children. Those that are outspoken are *labeled* as haters & worse. Conversations bashing those voicing negativity on reddit / this forum can be found with Dakota actively trying to prevent that form of toxicity from becoming normalized (TY Dakota). If you mention something negative on discord, be careful of wording. It is there... much as it was here when there were more people without any KSP1 experience. There is clearly a split between old school / n3w skool thinking. If you scroll through the various means of communication, there is an inverse relationship between negative feedback / communication. Watch the CM posts dwindle with complaints about bugs / kerb reports increase. I understand the desire to distance yourself from blast of negativity. By and large that has taken the form of game / development criticism. That is the nature of EA. It's so frustrating that discord commitments for *talking* to the community are so far greater than this forum that predates the existence of discord The frustration is primarily being directed at the studio.. parallels are ONLY being drawn to ST & Uber because of this very behavior. But, Let's continue to keep the tone civil as we fight to make your points heard. PS For Science was not a hit for me. I expected a more career-esque feel. Exploration is supposed to replace career & science offering a mergin of the two. Without the procedural mission approach I would never have bought this game. Hands down that's what I enjoy and for years they alluded to taking what people liked about the various *modes* of KSP1 + mods and running with it. Saying explorations is career anything was disingenuous. -
your record for module manager patches,
Fizzlebop Smith replied to hawkinator's topic in KSP1 Discussion
I thought 119k was getting up there. -
As you have "never used mechjeb before this week" the guide does a good job over covering the many different features of mechjeb2. Since mechjeb is not part of a stock experience, very little of that will translate into understanding what the various fields & readouts pertain to across many sub windows. Also you can create custom UI windows with tailored info. This is what some people have recommended in the past when trying to get MJ to work specifically with RO. https://github.com/KSP-RO/RP-1/wiki/TroubleshootingMechJebPVG Hope it helps.
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This is the start to a reddit guide that is quite helpful. Headings allow you to scroll to the sections that pertain to the feature you wish to use. would start this progressively with the guide. It will allow you to have the foundation of knowing the UI & specific features that may play into advanced use of the add on. I HIGHLY recommend you learn to do each aspect manually before replacing that activity with automation. But this is personal preference. The guide does a much better job than I can about articulating the specifics. Ascent Guidance is the part that gets you to orbit.
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What were we even supposed to get by 2020?
Fizzlebop Smith replied to MARL_Mk1's topic in KSP2 Discussion
... ... The halls are quite empty -
The current Mission Plan does not currently have changes to existing primary mission sequence. Is this worded so to be purposefully ambiguous? Or, does it pretty much confirm that mission are complete.. at least until some additional DLC. I have been holding out for hopes of some kind of confirmation they would implement the "contract configurator" system at some point. I have alway thought this was supposed to build upon the elements thay we all loved about KSP1. I maintained hoped that at some point they would begin to confirm various aspects of that being the case. This game does have potential to shape up into something truly amazing. The modding community of KSP1 are the reason it was successful for so long. People can argue this, but look at (non mmo) games that maintain relevance 15 years later. Morrowind still has a Huge following due to this. DOOM may remain one of the most famous titles of all time due to the embracing of modders. DOOM was recently modified to display on GMO e-coli gut cells. The refresh rate was abyssmal...but DOOM appeared in a national publication how many years later. It is clear mission considerstions are over, but a bad@$$ member of the modding community working on a more career approach. The mod is taking off, but looks like missions part is delayed / backburner. I may return when / if the procedural mission part of that mod ever drops. I love you all .. everyone one of the KSP community members. Even those I disagree / argue with. It has become pretty clear to me that this game intends to be something vastly different in spirit. That's OK. It's just not what I bought into the idea of. My greatest fear is loading up the game and seeing the missions for sale @ 1$ each. Buy parts packs & other mods that the community created. That my prediction for the future. I hope I am wrong. I'll be in the halls of KSP1 .. ::waves::
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What happened to increased communication?
Fizzlebop Smith replied to DoomsdayDuck555's topic in KSP2 Discussion
Oooh burn? Nice one ::high five:: -
What happened to increased communication?
Fizzlebop Smith replied to DoomsdayDuck555's topic in KSP2 Discussion
I believe that is the goal. They are hoping we're grow fed up and trickle away like the rest of the others. There has not been enough significance placed upon our love for this franchise. But, I must admit I am so close to giving up. The Colonies have already deviated so far from anything I was hoping for. I think the goal is specifically to give it as a wide appeal as possible. Which mean removing much of what many older fans wanted.. what was promised for years. KsP+ what we had come to love from the best mods* (subjectove) This may not be the case, but it feels like the common core educational system in the US has made a version of KSP I dont really wanna launch a ship with a magic part and animation & a station. I wanted EVA construction, with Struts. I wanted tenuous docking moments when I connected the powerhouse. I think a robust series of features thay are but free should come waaay before interstellar. I wish they'd run multi-player as a concurrent side project and push interstellar to DLC. I don't even see resources making much difference with the proposed *style* they are going with. I do not see them choosing to go with complex OSE style resource conversions into part. I think there is no communication bc 1) They know the majority of the community will really not like what they have in mind 2) The project is dead How else can you have 6 weeks of sprint planning & two work weeks to structure and *internal calender* -
The wheel physics of kithsck is on point. That is an area where they have put a great deal of effort. Fully building suspension systems, with gearing differential. Considering KSP1 had bearable wheel physics and a mod that made them much more functional... the state of the wheel really sucks. My rockers still leap into the air as I'd hitting a wall.. then do slow circles on their side... ZIIIP off in a straight line and repeat.
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I agree that the concept can completely be modified or tweaked to maintain relevance in the current game. It may not take the exact same approach, but the idea that there is no place for mission specialization is silly. I had more envision a similiar approach to your first point. 500 civilians would require X of each at station HQ. Exceeding X would produce gains of some sort. The idea that you would need to micromanage training of every single kerbol seems a bit hyperbolic. I though Civilian Population was a really clever approach. After a [user defined] number of hours living in space you could accrue flight time & send to school. Eventually these people enter the active roster with a career. I see the slider concept being the most likely approach if any consideration is given toward this. I don't know why. But (to me) it feels like a very high end version of what happens when a great PC game gets port to mobile.
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"New Model" I think is largely the issue. Nothing of the game resembles the original concept of 'launch rocket and explore'. If indeed colonies will contain hundreds of actual kerbals (and not just a number crunch like proposed supply lines) then what I sighest regarding generalized skill sets increasing does fit thay model. A metric you can curate to balance the direction you want your agency to go. Would you like to build faster and have higher power returns, or would you like science to complete faster? I'm thinking of the new model when I imagine a research component of a colony taking a week of run time. People woth an associated skill would impact that Currently there is no management involved or even proposed. And mentioning resource requirements is not I'm any way a confirmation of resource management. I got to this planet found X & now have checked the box to build infinite Y & Z. That's the feel I get from the "new model" which hasnt any room for suggestion or improvement. It's already perfect.
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What happened to increased communication?
Fizzlebop Smith replied to DoomsdayDuck555's topic in KSP2 Discussion
Hmmm... this is about the gist of it -
Kithack seems to be shaping up fairly well. It is incredibly in depth.. in that you must built the actual RC craft. Complete with transmission / differential considerations. Various drive options. HarvesteR excels at taking a really nice interest.. and taking it over the top. The game will appeal to more than just the RC enthusiasts.. just like KSP1 had appeal to more than the "rocket nerd" But thay niche is where it really caters too. I don't think it is fair to generalize and compare aspects of development between the two. The scope is vastly different. All elements of KSP2 are being developed concurrently. Only possible with large teams. What I will say.. I think playing kithack has made me realize (I think) what is wrong with KSP2 (so far).. it lost that niche focus wide appeal. I am not so much a rocket geek but have overlap in science & love management and space games. I guess it's hard to make the same magic happen twice. I'll repeat my feeling of "once I was an explorer.. a pioneer. Now I am just a throttle jockey seeking the next statue that says 'killjoy was here'
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What happened to increased communication?
Fizzlebop Smith replied to DoomsdayDuck555's topic in KSP2 Discussion
I believe the *point* may vary based on the individual 1. Some want to vent their frustration. A few of which repeat. Other do not repeat but are attributed as having done so due to multiple attempts (often polite) to explain those that seem incapable of grasping their perspective 2. Some want to feel they need to contribute to a relevant conversation 3. Expressing an opinion (motive is different than above) 4. Some wish to express outrage as a common theme begins to emerge with regard to certain key directorial positions 5. Some wish to convey to whoever will listen, thay this behavior is unacceptable. 6. Some wish to warn others and prevent them from making a similiar mistake 7. A few believe that enough angry voices across multiple mediums may generate the *right* attention to actually make a difference. Despite repetitive tones, they (still) believe that we'll crafted, thoughtful & articulate posts might be enough to sway someone that matters... or rally enough voices that something happens. I know I left a few hundred of you out and I'm sorry.. there just isn't room. It's a culmination of poor decisions. They have deviated greatly from the idea & concept of taking KSP1 to the next level. It's rebranded & something completely different.. and currently broken. There disingenuous sections where developers mention "playtesting daily".. this is incredibly difficult to ratuonalize in the amateur players mind when it wasnt even playable for 8 months and remains fundamentally broken in many aspects related to physics. Its not unrealistic to want conversations on this. so far i have only seen what dev blog that even resembles an actual dev blog. There may have been other but heat FX is what I recall .. Why cant there be a blog about actual development. The work they are cracking down on why my rocket explodes the first time I load it.. every other time. Is there a physics guru on tap for the hard stuff? Nearly every other EA i play has this, others have other frequent communications. The lack of communication and subsequent outrage is symptomatic of other things coming to a head. -
I very much miss mission specialists. It seems a logical progression to *build* upon those aspects of KSP1. I think construction times could be reduced (engineer) and hydroponic growth increased (science) as two .. probably already listed.. But I seem to recall something on discord saying nope to that idea. Pretty much everything except missions got scrapped from career. I'm sorry Happy Thread For the generalist angle I was thinking a small set of skills that increase over time with use could be awesome Eva construction, walking & lifting, jetpacking, parachuting, flying As skill increase progressive gains are obtained. Have no idea what those would be..slightly faster DV, more science gains, chutes handle more G I dunno just a pipe dream from a hard core career pmayer
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BUGS - Link those you Want UpVoted
Fizzlebop Smith replied to Fizzlebop Smith's topic in KSP2 Discussion
Sorry I Edited post.. if other will be receptive to this.. It makes me happy. I am just hitting a point where I am easily discouraged I would like this particular issue to receive more consideration. I recognize that the internal mechanics of the Time Warp feature are by and large.. a great successs. However, there are some occasions that this becomes INFURIATING. Timewarp limit is too restrictive on some non-atmospheric planets (Gilly, Bop, Minmus...) - UI & UX - Kerbal Space Program Forums If there are any satellite enthusiasts or others with very low DV craft, this can produce truly excruciating experiences. Please consider giving it some love and raising the general awareness regarding Time Warp. I would also like anyone coming to this thread to upvote this particularly vile bug. It needs an entire can of Raid applied to is mutated thorax.. Structural stability issue - Craft Violently Shakes itself Apart (Post-v0.2.0) - Flight - Kerbal Space Program Forums Whenever I am trying to accomplish some rather detailed / complex mission.. my mid to large sized craft (250-300) part count will shake its self into a pile of bolts and explosions. There is a well known work a round to “revert to flight” … but this is still cumbersome. I am now well versed in the art (science) of slinging code and do not know if this is the case, but the shaking behavior of the exploding craft seems to be similar to other various physics issues. I am hoping that tackling this particular bug either reduces various wonky craft behaviors.. or lends insight into how to approach other issues. -
What happened to increased communication?
Fizzlebop Smith replied to DoomsdayDuck555's topic in KSP2 Discussion
Mike may be obligated to obfuscate and answer with certain prepared statement. He may have been given instruction to answer specific questions in certain ways. I the current climate of this EA, it is difficult to take anything spoke st face value. Without seeing something official about various goal posts. We must speculate & the longer the silence... The greater our fears will influence that speculation.