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KSP2 Release Notes
Everything posted by Fizzlebop Smith
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Bug Status [3/11]
Fizzlebop Smith replied to Intercept Games's topic in KSP2 Suggestions and Development Discussion
This is a huge division among members of the community ATM. Well enough, is a subjective matter. I play with mods and feel KSP1 stands on the success of its modding community. However, i personally feel there is a level of expectation when following a game, but with so many features that feel worse. Even though i play with mods, i feel the game should have the ability to stand on a vanilla build. The UI regarding orbital manuevers, in general, is extremely lackluster compared to what was already in place. I fully understand stop gap measures and using them. Too much of this game is dependent on using orbital maneuvers successfully. Eventually they intend us to plot extra solar trajectories. They *push* you to leave Kerbolar SOI very quickly. Yet the maneuver UI is fundamentally unusable without the mods to assists. This is only my opinion, but i have an incredibly difficult time not getting the planets to spin like crazy when trying to slight adjust camera angle, The majority of the time the node indicators on the node itself are completely eclipsed and do not persist on forefront, I cannot select celestial bodies that i have a relay around, I cannot create nod inside another SOI, I can go on about the things that others have articulated far better than I. Why was something so foundational to the game not weighted with more importance pre-development. Why did they not "communicate" with the community when deciding to completely overhaul the maneuver system? Why did they not seek feed back when deciding to ditch all orbital info that was once available? I love the franchise and will be a die hard fan even if the game goes to spit. I know the modders will save it. But i am consumed with frustrations and want to voice them in what i feel is a constructive manner. By offering suggestions on what needs to be fixed and how i feel it could be better. I wish more people would just offer alternative opinions about these things instead of telling me i don't understand whats going on, or just be patient, stop complaining about the game.. they don't need to hear that If The devs will stop communicating if we give negative feedback, then the EA was not really the goal. "You dont need more mission content in a mode they proposed was to completely replace the mission mode, you should enjoy flying ships and all the great sand boxy ness." -
Bug Status [3/11]
Fizzlebop Smith replied to Intercept Games's topic in KSP2 Suggestions and Development Discussion
This is exactly why i upvoted the issue. The game immediately ram rods you into travelling beyond Kerbins SOI but fails to adequately equip you with the tools to do so. My in game DV calculator was slightly off with regard to staging, and burn calcs. I executed a couple maneuver's less than optimally.. 3 times i attempted to circle moho with some probe systems. All three attempts failed. Number 4 i over engineered the living dickens out of my rocket and achieved success. I have a hard a time comprehending this as a conscious choice, but more of an effort to divert attention to things more easily addressed? Havent a clue why anybody would consider this to be the natural evolution as KSP1s successor. I may not have been able to figure all the quirks out by launch number 2, but would have been much better equipped if I could at least test maneuvers prior to entering an SOI -
KSR-e (No Negative Feedback Please)
Fizzlebop Smith replied to Fizzlebop Smith's topic in KSP2 Mod Discussions
There was a series of exchanges, where my feedback was received poorly & viewed as personal attacks for reason. After the mod author reported one of my comments they removed all their comments that may have been viewed poorly by others. @Biggen The author is no longer active on this platform but maintained the spacedock updates. They were so upset by my feedback they decided to stop updating detailed change logs so that I could not follow the progress. My feedback is apparently borderline hate speech. The mod has received a decent amount of downloads but due to the Authors method of engaging with the community has since withdrawn from Reddit as well due to a series of feedback exchanged that were viewed as personal attacks. I sent an email via support on spacedock regarding 1.9 but haven't received a reply. As much as I want this mod to succeed the author has a difficult time engaging with the community in a meaningful way. "Google KSP2 stans Steam Discussion" Due to the feedback. The author is now on a personal mission to personally attack any and all who have negative feedback regarding KSP2 in general. It completely blows my mind -
KSR-e (No Negative Feedback Please)
Fizzlebop Smith replied to Fizzlebop Smith's topic in KSP2 Mod Discussions
If removing the other mods works, let me know. I wamna try this again since thebupdates my game seems to hang on an exception related to creation of fuel switch mechanic. Says hydrolox resource already exists -
KSR-e (No Negative Feedback Please)
Fizzlebop Smith replied to Fizzlebop Smith's topic in KSP2 Mod Discussions
Yea. I cannot get it to work. I have tried to troubleshoot it myself but lack the experience to do so. Earlier versions worked somewhat. First handful of missions were pretty fun. It was a really cool mod, but the author seems to be in a self imposed exile -
[1.9.x] Contract Pack: Bases and Stations Reborn
Fizzlebop Smith replied to linuxgurugamer's topic in KSP1 Mod Releases
Wait, What really?! I only played Vanilla KSP1 until a few months ago when i discovered CKAN. Aside from the milestone missions, I had randomness applied to mission content. -
Experiments in AI generated Kerbal art.
Fizzlebop Smith replied to Aelfhe1m's topic in KSP Fan Works
The copyright fine as long as you acknowedge the models. As long as you arent actively trying to reproduce works of a particular artists style. I just want to make some images to add to fan fic. I am going to go with the premise that KSP1 was retro-future esque Hubris ... and asteroid mining gone awry let do several decades of collapse / restructuring I like when i applied a slight cartoon weight on the pictures of the Collapse (Kerlapse?). My attempts at Kerbals though, not as amazing. Without a plugging any LORA i ended up with helmets almost any time i used the word Kerbal. Now i am curating a select group of images of Kerbals without helmets to train a model and hopefully get better looking kerbals. not quite finished but it is getting closer to the what i want. Finding more good pictures of kerbals without helmets will help. I have the aesthetic i want but the shape of the head is still of lol. Look forward to following your story. -
Experiments in AI generated Kerbal art.
Fizzlebop Smith replied to Aelfhe1m's topic in KSP Fan Works
i was having a very difficult time in getting it to produce images without helmets. @Aelfhe1m Do you mind if i use these to train my model? -
It still works with the current version. Life does tend to get in the way sometimes, bout over it lately. Welcome back, and take your time. The Devs are.
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[v1.1.2] Questaria Aerospace - General Parts mod for KSP2
Fizzlebop Smith replied to IsaQuest's topic in KSP2 Mod Releases
I do not have screen shots yet but have come here to ask a broad question in regards to the parts mods available. Has anyone Experienced the game refusing to launch a craft due to the craft containing "locked or invalid" parts. I really with that there was an in game dialogue box that remarked as to what part the game was unable to load. I was just curious if anyone has encountered something like this? I have all the parts on my ship unlocked, or they would not have appeared in the various windows to select. I know this is may not be the very best place to ask... but i see frequent commenting and am hoping someone might has encountered it before. -
[1.9.x] Contract Pack: Bases and Stations Reborn
Fizzlebop Smith replied to linuxgurugamer's topic in KSP1 Mod Releases
This has pretty much concrete the decision to sign up with Patreon. Seeing you manage these mods and continue to breathe life into something I'm so passionate about is quite amazing. You inspire me. I downloaded my first developement software and cried myself to sleep the other night.. lol. The fact that KSP2 left out procedurally generated contracts is the single most discouraging aspect of its deviation from my expectation. I thank you for all that you do to keep this game so amazing. -
What happened to increased communication?
Fizzlebop Smith replied to DoomsdayDuck555's topic in KSP2 Discussion
Some developers have went to top streamers and content creators for an assist when needed. May be a chance to do outreach and work hand in hand with a couple people that can volunteer time. Their fan base would be happy as heck & that would be some of the incentive. -
What happened to increased communication?
Fizzlebop Smith replied to DoomsdayDuck555's topic in KSP2 Discussion
I think the KERB is wonderful, but is contingent upon people other than yourself working with you. This seems very logical. You are probably much more inclined to respond in a spontaneous manner to something on discord, I get it. Also.. I agree that *expectation* of quality communication may be obliged on the forum. However, the gap feel so great, that I advocate you create a forum thread that is locked. Here you paste bulk text dumps regarding import posts on Discord. --- Not the entirety of the Convo- No Complicated ScreenShot Upload to Embed Just Share Question & Response No need to find relevant thread to insert it into I am sure someone can write a bot that would work with discord API to dump your discord posts into a thread. -- The expectation of high quality crafted responses can then be removed because it is merely a place to relay info to those of us that despise 10 million notifications from discord. This may not be in the cards, and I'm sure you probably have valid reason this may not already be. I see something like that potentially being a bridge. Also, since you replied to me, that you read all these, there is a reasonable expectation on my part that you will read this... --- I think one think that would really resonate with those of us that have a perception of indifference.. Bring Back Polls The up voting of bugs is most definitely a community feedback protocol But polls make us *feel* heard.. Also, sorting through the bug report and the archive can be cumbersome (especially when keyword searches have 0 results) --- Once in awhile ask questions with responses having actionable impact on developement once in awhile. "Do you think this deserves more attention?" "How accurate is timewarp?" OMG game breaking Terrible Could use a Tweak Great What's time warp --- With the invention of AI tools, it wouldn't be unreasonable to have an open ended questionnaire. Just some Shower Thoughts -
What happened to increased communication?
Fizzlebop Smith replied to DoomsdayDuck555's topic in KSP2 Discussion
I need to head over there and see if I can *influence the development* & add my voice to those that think that is a degree of silliness we can all do with out. -
What happened to increased communication?
Fizzlebop Smith replied to DoomsdayDuck555's topic in KSP2 Discussion
Yes, i clicked on the link. If this were merely sarcasm instead of satire, The right hand of the forum wouldn't be full of discord posts but instead pinned messages of the forum. The direction of the Lore is much more quirky in this game than the first. It requires slightly more suspension of disbelief when the official Debriefing for a Mun mission mentions the staging crews. This may likely be due to fewer "official lore related missions" in the first & the overabundance of content dialogue created by the community. I wish they would tone back the cheese a little bit. It would not be surprising if they planned to do this -
What happened to increased communication?
Fizzlebop Smith replied to DoomsdayDuck555's topic in KSP2 Discussion
This has been my largest fear all along. When they abandoned procedural missions for favor of railroading your tech choices with their new mission dynamic. The old mission style could have offered enough repeatability for many of us to be concurrently playing while we await more content. This may not be the root of others concern, but seemed to me that they abandoned a core game mechanic that wasn't broken. I felt the vision at that point was drastically different than what I was hoping for. Thank gawd for mods -
Kip Durran from the Novels was pretty terrifying https://starwars.fandom.com/wiki/Kyp_Durron#:~:text=Kyp Durron was a Human,Imperial rampage in 11 ABY.
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I have never played Sandox and use this With some frequency. K2D2 is integrated with flight plan mod. In the app tray you will find a option to open one of these GUI Flight Plan Manuever Node Controller K2D2 These are related to the icons you see in the bottom section of the window above. The cute little icon of a Ketsro Mech that i have Highlighted Yellow is the one that opens up the K2D2 GUI.
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One sentence you could say to annoy an entire fan base?
Fizzlebop Smith replied to Fr8monkey's topic in Forum Games!
We promise regular communication updates to the community, KERB coming friday! -
What happened to increased communication?
Fizzlebop Smith replied to DoomsdayDuck555's topic in KSP2 Discussion
This is probably true. There is always a shifting expectation/ standard of how things are generally done. I am not attacking your stance, merely supporting my own feelz. The problems is (IMO) many of us feel This is supposed to be the **official forum**. Forums aee the rements of old BBS systems where the community came together before. They are where the community shares things with one another traditionally, depate ideas. A paradigm shift should predicate an equal effort on both fronts until a large portion of the community is no longer using the forums. I am old. It is up to them to understand their user base a realize many of us are not the most savvy with discord. Where the forum was on the bones of something old and alloweded a familiar transition... Discord is not this. It's clunky, poorly designed to filter large bodies of constantly updating threads Until it improves and the rest of us old bogeys kick over, please bring us info to the forums.. -
KSR-e (No Negative Feedback Please)
Fizzlebop Smith replied to Fizzlebop Smith's topic in KSP2 Mod Discussions
I see that the mod has received quite a few downloads on Spacedock. I was wondering if anyone visiting this particular thread has had success in getting this mod to run? If so, what MODs aer you running aside from KSRE. History of Trouble (Currently KSRe 0.20.7. Prior to removal from CKAN there was a 0.9.0 PM dependency. I was able to get that version running stable. Since moving to 0.20.4 and the newest versions of PM were included into the mod, i have not been able to get the MOD to load successfully. If anyone has had success please post here. If there author views this still. I am encountering the same conflict as 0.20.5 -
Bug Status [3/11]
Fizzlebop Smith replied to Intercept Games's topic in KSP2 Suggestions and Development Discussion
I tried to make it clear from the onset that my frustration was exactly that. But I will add weight to thay by saying it is not working the "many of us would like" I try not to devolve into personal attacks and try to step away when frustrations mounts. I don't like tp be argumentative. My perception regarding the forum causes frustration too. It seems a number of people will post a particular view regarding a bug / unfavorable mechanic. My thoughts seem to tell me others would either respond with, "OH I agree, that mechanic is quite irksome" Or alternatively People may say some variation of, "So wrong, I like that," / "No! Don't change that" But it often does not proceed thay way.. With members providing opinion about other factors. It often involves quibbles of verbiage, syntaxes, or heaven forbid the OP was not native to english. A quantitative sample should be able to be gathered from various feed backs. LUA training on a LLM to parse the digital tonnage. The feedback provides value to the development team, not specific choice of language. I am not talking about the Toxic vitriol spewed across much of reddit, just a general tendency to not actually discuss the elements highlight by an OP in favor discussing various qualifiers used to support the stance. I really try to disagree by posting supporting reasons for my view instead of trying to minimize the other other person's view. I do not feel that the core gameplay loop was maintained, not as a career player. I even feel the science returns don't full support a realistic approach to the tech tree. KSP1 could approach the tree without missions. KSP2 does not have that. In KSP1 the contracts supplemented the gamelplay "loop" of the game with 2 having no actual loop. By loop I mean replayability. There is no replay excitement with completing the same missions in perpetuity. I understand they may add more missions... my quibble is the lack of a loop. No replay. I want unique missions. From my perceptive lensing this means they did not maintain something that KSP1 nailed. In essence the distilled sum of my frustrations. Taking something thay worked in favor of something else that is untested. -
Bug Status [3/11]
Fizzlebop Smith replied to Intercept Games's topic in KSP2 Suggestions and Development Discussion
Essentially you are arguing semantics to agree with me. I am not familiar with the nomenclature of the industry. I was trying to mention my frustrations in about the mechanic. Not the bug. Rhetoric Noun 1. the art of effective or persuasive speaking or writing, especially the use of figures of speech and other compositional techniques: 'working as intended' means that the base mechanics involved are crunching the way they were intended and for the uninitiated masses is a figure of speech regarding the state Timewarp Mechanic This is supposed to be the place that the community comes to voice its frustrations. Instead of disagreeing or voicing a different point a view, it feels there are a couple people that try to enforce a policy on focusing on a semantic quibble. It needs tweaks. The outreach of the dev team often feels as rhetoric. Things thrown our way to appease, and often without sincerity. They may not have said It works as intended. The core of my post revolves around things i have and issue with still and this is one of the mediums that are provided to voice my frustrations. Not incorporating core Game Loop Mechanics that i loved so much about KSP1 and Timewarp are by biggest gripes... and {my perception] of how community communication is currently being handled. -
Bug Status [3/11]
Fizzlebop Smith replied to Intercept Games's topic in KSP2 Suggestions and Development Discussion
This is one of the chief things bugging me about orbital maneuvers, there are some work arounds. Most of the time it is more beneficial to perform a maneuver as far out as possible, for maximum distance for DV, but what about a capture? One of the work arounds i employ is to create a maneuver and move it ahead in time via MNP. The in-game GUI will let you slide it ahead but i don't know if you can slide it into another SOI. The also changed the node burn mechanics. It is so similar yet so different in the way that it no longer splits the burn. For some reason the split made much more sense to me for calculations along the tangent. Time Warp is insanely infuriating. I HATE the works as intended rhetoric when something is clearly not functioning in a way that is conducive to play. Putting along a celestial body for 10 minutes in real time while waiting to execute next action is atrocious. It may be functioning as intended with obvious tweaking. I know the physics models need to drastically change when Atmo is encountered, and the game is queued to switch how it crunches these physics at a certain point. Let's continue to refine the formula applies until we can visit other bodies without brain bleed. Often i find Scarecrow a bit aggressive in approach with sometimes what i am convinced is hyperbole to illuminate a point. But often i agree with the point. This time you have summed up so very much of what i feel. If a couple elements from KSP1 were already incorporated into the base game i feel i would already have the replay value to silence me until significant updates arrive. They have completely killed the original gameplay loop without offering anything substantial to replace it. Many of the UI changes and tweaks are a result of feedback that i feel could have been polled from various community resources before the game ever even hit the ground. If communication was truly what was desired, they would have had a series of feedback opportunities on things at the early development stage. Things like asking for a write up about what people like about maneuver nodes and how they could have improved. Which are your favorite mods from KSP1 Which core gameplay features are a MUST I could go on... there are examples of other companies with close ties to the community that actually foster that communication early enough on for it to matter most. Just think about what could have happened with a CM in predevelopment with a select group of people and prominent streamers previewing videos and doing interviews and funneling the feedback of their base. Monthly KERBs about feature they want to emply with opportunities to steer them in a more community friendly direction from the onset. I still think this will eventually shape up to be one of the greatest games of all times, but im becoming more and more convinced that this will solely be due to the amazing efforts of the modding community. My tirade is over... props to scarcrow-domus for maintaining objectivity where i let my hope and excitement often overrule my usually stoic sense of realism. KSP always gets me in the feelz and i get so excited about the littlest things only to be sad. -
CommNext [v0.7.0 for KSP2 v0.2.0]
Fizzlebop Smith replied to leonardfactory's topic in KSP2 Mod Releases
Actually... reread your post No real question in there at all. I was attending to offer advice on how I was able to play WMCC with commnext I did exactly what I said until I had satellites in orbit around kerbin. After that I returned the setting to default and have not had any issues. Maybe reword it a bit nicer and ping one of the authors with that question. Since there is an actual question this time.