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KSP2 Release Notes
Everything posted by Fizzlebop Smith
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What happened to increased communication?
Fizzlebop Smith replied to DoomsdayDuck555's topic in KSP2 Discussion
No news is good news then. Being sad isn't working so I will adopt this stance for awhile. I love a healthy does of optimism. Thanks -
Howdy, I discovered KSP1 about 2 years ago and have put almost 2000 hours in it. .. 3 hour avg session. Lol. Most in VAB or SPH It seems to be a rough time for KSP on these sort of platforms but we are all hoping it will become something magical.. and most of us can agree that KSP is truly something awesome. On behalf of Jeb & the crew... Welcome to the forums.
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What happened to increased communication?
Fizzlebop Smith replied to DoomsdayDuck555's topic in KSP2 Discussion
I am going to wait until the following Monday to express my angst. Try to uphold my end & all. -
Developer Insights #23 - Black Hole Sun
Fizzlebop Smith replied to Intercept Games's topic in Dev Diaries
That's what I think as well. This community is sure as heck a lot smarter than myself.. Posting the real meat and bones of what is going on WOULD absolutely be well received. Those of you with knowledge of code would fill us in..same about the advanced maths. It would absolutely (IMO) do a great deal to foster good will in the community... not just at devs but amongst ourselves. It would promote the discussions this forum has in abundance, but not as much of late. -
What happened to increased communication?
Fizzlebop Smith replied to DoomsdayDuck555's topic in KSP2 Discussion
@calabus2 Although I may agree with your position, I don't agree with your stance. That kind of oozing negativety & biased commentary has a tendency to have the opposite effect. People will often bristle, become defensive and can become unable / unwilling to see inherent value in the argument. .. I do get the sense you are not trying to *sway* them to change their ways or anything. But bc many do fill this way ..I am only saying this to hopefully forestall an echoes chamber of negativety. not hostile negativety? Although I may agree with your position, I don't agree with your stance. That kind of oozing negativety & biased commentary has a tendency to have the opposite effect. People will often bristle, become defensive and can become unable / unwilling to see inherent value in the argument. .. I do get the sense you are not trying to *sway* them to change their ways or anything. But bc many do fill this way ..I am only saying this to hopefully forestall an echoes chamber of negativety. not hostile negativety? @MARL_Mk1 So very true it's poetic. -
What happened to increased communication?
Fizzlebop Smith replied to DoomsdayDuck555's topic in KSP2 Discussion
This is how I felt regarding the triplicate of videos shared to commemorate 1 year in EA. Combined with a couple comments in particular from the AMA... and now this. Why can we not get relevant talking points? Questions Like What is the greatest challenge regarding the wheel physics? What possible solutions have you tossed around? Or even something like.. Does anyone on the team *play* the game. What are the most frustrating aspect of gameplay limitation that you encountered while playing? It doesn't ever feel like the conversation is about the development of the game.. or only very loosely so. I really don't care that the game is in such a state. It is now in a phase of development acceptable (IMO) for EA. I could totally ride out the next decade playing an EA title... If there was some evidence that our input mattered more. -
+1 These are well thought out & would be incredibly beneficial to us ALL. I can only hope and pray that someone is taking these kinds of things to the powers that be. Agree with the sum of suggested content. I especially like the method proposed by trip planner & can see how that will maintain relevance with OAB & later colonies. Perhaps you want to calculate the best place to put thag refueling depot and doing (from) here to (there) seems like a great way to handle it I miss using the color mod. This would truly be a magnificent addition. I was wondering how difficult it would be to have the mouse snap to a specific maneuver control node when the mouse gets within proximity. These things are so hard to select at time I was trying to think of ways to make it easier to use them. If I get withing a 3 pixel distance of prograde the mouse snaps to it? No clue of this would just irritate people or not. The dang thing infuriates me ... And the camera is way too sensitive at times in map view
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Developer Insights #23 - Black Hole Sun
Fizzlebop Smith replied to Intercept Games's topic in Dev Diaries
I have such mixed feelings regarding these kinds of promotional materials. I had only about 2500 total parts cruising through my system on various multi mission endeavors. The performance drip is quite noticeable, but for some reason I am more willing to tolerate that. I see general performance increases to be a gradual / incremental process... where as the UI & Timewarp issues make it very hard to play. This isn't the same thing with my lack of player engagement (e.g Missions) .. which makes it hard for me to *enjoy* I also feel really guilty for getting angry when i see Dev Blogs and AMAs like we've been give. This kind of content for a science game is awesome! When combined with actual information of worth. I just want them to say "Look we know you are all liquided. We are sorry, this is how we plan to fix some things" I could give 2 sh*ts about blame. It is dumb and has nothing but negativity surrounding it. Accountability is something else altogether. The intwerwebs offers me nothing but bitter fruits regarding T2 ethical practices.. or lack there of. From the Duke Nukem, GTA Remaster & antics related to SEC investigations... So this admission is likely either 10 years away during post employment periods or.. never. I am begining to think it must be a labor of love for Nertea & Blackrack bc it reads like a cut throat place to work. -
Developer Insights #23 - Black Hole Sun
Fizzlebop Smith replied to Intercept Games's topic in Dev Diaries
I want to cry. I feel I am expressing my real desires and passion for what I loved about the firs title, not trying to pile. I wanted For Science to add an exploration mode with a full gameplay loop.. (procedural missions) I wanted a realistic analogue to real relays. I wanted to be able to Scatter vessels across the Cosmos with each being a single entity do I don't nuke my CP. Yes I know the bugs are king now. I want those bugs squashed before more content.. These things I feel should have been given attention during early development bc they already existed in one. Is this going to be KSP1 with more.. or something different. I don't know how much is vase legacy code but *feel* the game will is shaping up to be something else. Considering that these were well established, not having any mention until the community city questioned the decisions makes for the optics that it wasn't in the plan. But... There are no hard metrics I know of to determine how much of the core KSP community feels this way...and there os nothing wrong with bringing new blood to the game. but those QOL issues regarding UI are absolutely a real issue MOST of us suffer through. How chaotic and finicky the maneuver controllers are is insane. I get that the fundamentals of this feature are well established & likely need tweaking... But to herald the UI as some major congratulatory event, i just don't get. Are these people completely out of touch with their own game and the community.. do moat people actually enjoy using stock controls for Interplanetary Tranfers? Is there serious disconnect or am I overly critical? I like fluff materials and all but want a little more on my sandwhich. It just seems they are so excited and optimistic, yet avoiding the elephant except for side mentions about our discontent. I don't want the negativety to be directed at individuals.. or for it to cause T2 to drop production.. Now, I just hope it to make it to the end in a state that I can be at least half as crazy about as KSP1 -
Why play (suggestions)
Fizzlebop Smith replied to kfsone's topic in KSP2 Suggestions and Development Discussion
I completely agree and have been saying this from the beginning. The game IS currently a giant sandbox, and much of my problem with it. After the missions i played for 1800 hours in KSP1... i was expecting that to be the ground work for science. Every time i brought this up in the beginning i would catch such flack about how they were too repetitive, too simple, or (NOT Core KSP1 Vanilla). I know for myself and about 7 or 8 people i have started other dialogues with... Procedural Missions would have shut us all up from the beginning. We would be too busy enjoying the gameplay look and chunking away little pieces of science for 6 months or more. I am glad that I am not alone in wishing these missions would return. I understand there were some issue with the procedural missions loops. Lets work toward refining that with subsequent hotfixes and refinements instead of abandoning them all together. I thought Exploration was supposed to bridge science and career. Thats the kind of stuff EA feed back is great about generating. -
(Most) of us can agree that KSP1 was an amazing game. It captivated a generation of people and propelled them into STEM related fields. I have seen all kinds of weird and wonderful things across the many forum posts. These are the things that make us laugh, clap, face palm or what have you. This is not a thread to bash the crap out of KSP2 in the features it lacks or is needing tweaked. Let us raise our voices in positivity to celebrate what we each consider to be a hallmark of the KSP title. Mod functionality can make the cake. Over the years a great deal of content has been made possible through these mods, and it is only natural many of us will have had many hours of fun utilizing some of this *extended* type of content. Again, this is a thread of positivity. No harassment of another's post, bashing features others like, bashing KSP2... or general negativity in any way. As overlap from stories reveal various contents and features, we all *ache* fore, perhaps we may find acknowledgement from the powers that be about how much demand certain things may have. I will Start.... One of my absolute favorite aspect regarding KSP1 is the stats "Courage" & "Stupidity" If removal of these two stats was an approach to limit offense to certain peoples of the community. I suggest altering it to Brazen-ness or some other suitably synonymous vernacular. This In my opinion does a wonderful job of illustrating just how these little green men have conquered the cosmos on so many computers across the globe. I weigh these factors every single time i launch a mission and select a roster. When making decisions about chow crazy I am going to behave ...THESE state are what help decide that ultimate end. There was a point when i first discovered contract packs, and i was having the most difficult time completing a series of missions related to rendezvous. I was watching a ton of videos and having a blast in general with everything.. despite being unable to actually dock with another vessel. When it came time to something or another with the specifics a little fuzzy at the moment... I was a good 800 meters from the single launch lab it had send up. I would never have attempted to cruise that entire distance in EVA without both those stats being maxed. Kelma Kerman was a boss. The lab started out as a tiny little spec barely highlighted. It was super tense moment as i juggled time warp back and forth with a tiny bit of corrective thrust to keep the NAV ball where i needed it. Ultimately i have become much better at navigating with only the NAV ball and can complete this type of maneuver without sweaty palms and pounding pulse.. but there was a time. Man i get little adrenaline spikes just remember thinking i was gonna miss the Lab by more than a couple meters, but something to do with the TW juggle was distorting where things appeared. BRING BACK - Krazy Kerbals
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What happened to increased communication?
Fizzlebop Smith replied to DoomsdayDuck555's topic in KSP2 Discussion
^^ Correct. Purchase of EA titles often comes at a discount front anticipated launch price. In addition to gaining a say in active development, it supposed to a reward for faith of consumer. I turn the title should be gaining great reviews and consumer hype before release. -
K.E.R.B. Report Update
Fizzlebop Smith replied to Dakota's topic in KSP2 Suggestions and Development Discussion
How are you planning on involving the Community in your development process? “**Your feedback will be crucial** in helping to make KSP 2 the best it can be, and we want to hear about everything that is important to you. Are the tutorials effective and are there enough of them? Have the user interface changes made a meaningful impact? Is the localization accurate? **Most importantly**, we want players to play for thousands of hours. **What will keep you playing?** During Early Access there will be a form on the KSP website to submit detailed feedback. It can also be accessed from the game’s launcher and the Steam page. You can follow the development progress through our various social channels: the KSP subreddit, the **official KSP forums**, Instagram, Twitter, TikTok and Facebook. Taken from KSP2 steam page -
K.E.R.B. Report Update
Fizzlebop Smith replied to Dakota's topic in KSP2 Suggestions and Development Discussion
0 The faith was damaged when people were asking about bugs that were archived without official commentary on the forum. (Official Forum) When we started to notice the simplification we asked "what, are you *dumbing (I prefer simplify) these features down?" Something Like - KSP2 will be a massive undertaking that builds upon the foundation of its namesake -Wobbly Rockets You don't find them charming? -Uh.. Wait. I don't think occlusion exists anymore. Crickets Wait.. planned resource no comNent? CricketS Something Like These feature are function of bringing the game to a wider audience and making the franchise more approachable (bc all of those we promised to be true to, will but it anyway). - What!! Crickets Avoid Deflect AmA -- That's um.. yea Silence Official Statement "Reduced communication commitment" - Anniversary Video Drop - Were Still Waiting April Fools.. or not?!? -
What happened to increased communication?
Fizzlebop Smith replied to DoomsdayDuck555's topic in KSP2 Discussion
To continue and suggest that mod content should not be consider when evaluating parity of KSP2 is incredibly harmful to the continuation of this project. KSP1 embraced the modding community and resulted I a game that maintained relevance for over a decade as a result. Mods were incorporated into base game. Everyone I have every spoken to that is a die hard KSP1 fan for any length of time uses mods. To continue to suggest that the KSP1 mod scene has some how fostered unrealistic expectations in the community is ridiculous. Did they not hire two of those modders to increase KSP2 chance of success? There is still an all time recommendation rating of less than 60% To say a majority of people are pleased with the way this is going is not substantiated by the evidence of that metric. Many want to point the the *recent* reviews as some evidence of success. There has to be a great deal of weight added by those with no prior KSP experience. If you consider even a fraction of those positive reviews as those that are "new" to the community.. it suggests even more dissatisfaction among of those cheering & praising PD / KSP for so long. "Avoiding Parts you Don't really Need" Corp Speak for "Risk soft locking yourself when wanting to try cool stuff if you don't follow the unsterstellar advancement plan" -
What happened to increased communication?
Fizzlebop Smith replied to DoomsdayDuck555's topic in KSP2 Discussion
Regardless of how strict the NDA is... there is a procedure in place for a CM to request to do an interview. Or drop something of worth. Even if this is due ONLY to the effectiveness of the NDA, accountability for lack of communication is still on those responsible for communication. Put Some Polls up -- How happy are you with communication? It's Great Meh None They left the Building And email this up the chain. Even if no on can agree on what content to add or features to keep... we ALL want something. Fight for us.. Let us know you are fighting for us to have a voice.. Otherwise we will continue to be sad and angry. I want KSP2 to be the most amazing game on Earth. What Made KSP1 so friggin' beyond amazing is a player with a 100% different approach to me on the game... could agree ot was a superb game. Please fight to make KSP2 the same -
K.E.R.B. Report Update
Fizzlebop Smith replied to Dakota's topic in KSP2 Suggestions and Development Discussion
My point is.. If you did not pay for this product you have no right to really complain about anything. However, if you purchased a product... you have every right to complain. As much or as little as you like. If different people are voicing the same issues the become a chorus. This is how change occurs. I get sick of what I (personally) perceive as fan service for a title I feel is not in touch withfan base. When I try to counter that fan service I do it with my views and feelings. Not snide remarks, and pointed assault on intelligence. *I want a perfect 10$ game that's the most amazing thing ever* Does that not feel disingenuous to anyone? People are entitled to complain regarding things they purchased. No one is entitled to be an @ss or mean. -
K.E.R.B. Report Update
Fizzlebop Smith replied to Dakota's topic in KSP2 Suggestions and Development Discussion
Raising your voice to attempt and affect change in something they are passionate about is a "such a useless exercise" Using blatant hyperbole to deliver veiled condescension is of course awesome though, right? And repeating the verse same talking point in defense of a game is also acceptable? No those were *facts*. I fear much of the world feels this way... about a GREAT number of things. I notice some facts too.. the community is disaffected, divided, and disappointed. (Because the vision of our devs was not well defined). Thank goodness some can continue to raise their voices. I have grown tired of defending the amazing marvel of the first. Another fact... not giving up and continue to beat a dead horse is how people change the things that no bdy thought could be changed. Whether it works in this case remains to be seen. -
[1.8+] Kerbal Health 1.6.8 (2024-01-22)
Fizzlebop Smith replied to garwel's topic in KSP1 Mod Releases
I am starting a new playthrough and want to add this to the particular *style* of play I am shooting for. Reading through the thread I noticed a comment I want to ask about before I begin a serious career playthrough with GU. I'm not overly concerned about radiation sources and lok forward to accidently irradiating my Kerbals, and learning how to shield, avoid etc. Even if the source is an invisible center between binaries. However, there was a comment struck through about decontamination. Is there a way for decontamination to work on a celestial outpost. A waystation on distant planet? If not could you assist me in coming up with a patch that would assist?- 1,033 replies
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K.E.R.B. Report Update
Fizzlebop Smith replied to Dakota's topic in KSP2 Suggestions and Development Discussion
The mighty Foot is indeed correct. The current GU career I just started is using Simple Construction, OSE, Civilian Population & Kerbal Konstructs to achieve the particular content scope I am wanted. Among the 85+ other QOL, Parts & Contract Packs. I am super excited to try a Extraplanetary Launchpads that's slimmed down. I had so much fun with EP for the last 600+ hours but felt completely overwhelmed by the thought of how much infrastructure I am going to need to build. Combined with Kerbalism was more than daunting. Has anyone used Kerbal Health? I had some problems but now find myself wondering about a less stringent life support approach. Perhaps Snacks. -
More spawning points inside the same KSC?
Fizzlebop Smith replied to SmugglingParts's topic in KSP1 Mods Discussions
The only thing i can immediately think of. You can use the debug menu to "spawn" something wherever you would like. Use the Waypoint manager to create a waypoint in the spot you would like & use the chords. -
I think this might be due to pip culture misrepresenting nomenclature maybe? I'm curious if there are games you are taking this negative G model from? G is a term to describe a specific amount of force. 1 - Standard (Earth) Gravity. When viewed in this light, negative G would be the absence of this force? Regardless of the specific maneuver: The force applied will be a specific G equal to X. X is equivalent of how many multiples of standard gravity. I am trying to explain in a manner that does not come across as insulting. This is the approach many take. I hope this was helpful, even though I'm not the best at articulating my thoughts.
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Why play (suggestions)
Fizzlebop Smith replied to kfsone's topic in KSP2 Suggestions and Development Discussion
While understand the tedium of repeated launches there is definitely a learning curve in launching a minmus vessel VS a moho capture. Advanced interstellar travels, require increasingly complex & difficult (to orbit) vessels. Whether you take a multi stage orbital assembly.. or singular monsterous craft. I agree with some of the alternative solutions VS full automation to launch. I personally like the way mechjeb progressively requires unlocks and think the degree of automation should be ties to advancing tech unlocks. Similarly to RL. (Some of the Mechjeb features I do not use bc i have not mastered the skill. Perhaps some type skill Assessment in game?) This is a personal preference, but I feel that launching the craft is too integral of an aspect to gloss over. While tedious it is far far less time intensive than the analogous examples from the other project. I like a tech themed approach over something like a counter that allows automation across the board. As in all things, there needs to be a balance struck. Like all things I post. Just my 2 cents. -
I have found a decent number of things on the internet archive and wayback. Old mods for KSP and others. I wonder if you can do the wayback pack http *url* to try and download the archive associated with the URL. Don't know if it was saved with other git repository but there are tons of KSP mods. Couldn't find the patch by broad searching and don't know how to execute the stuff to DL an archive
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K.E.R.B. Report Update
Fizzlebop Smith replied to Dakota's topic in KSP2 Suggestions and Development Discussion
This... the entirety of your comment is so insightful and resoundingly true. I believe if there would have been a very clear definitive model of what the end vision maybe the infighting would have been greatly reduced. When a suggested feature/ correction deviates .. your could be told "that's ot part of the plan" instead vitriol for the aspect you loved so much. Very well said and makes me wish there were am award mechanic here.