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KSP2 Release Notes
Everything posted by Fizzlebop Smith
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The Nature of Awesome & Unusable Builds
Fizzlebop Smith replied to Fizzlebop Smith's topic in KSP2 Discussion
That's not a bad idea. I wish there were something on the site that added this function. A list of stock parts with a check would be awesome. Or maybe a sample tech tree you can click what you unlocked? Sucks though because of multi tabs bot necessarily being fully unlocked. Later rockets would be 3 or 4 shots of just the tree. Lol. I'll try and bring it up to @nyiusand see if there are any cool solutions the codeslingers might be able to cobjureconjure from the aether. -
According to the Steam Database, the lowest recorded price was $0.16. (Listed Conversion is USD) That is exceedingly cheap, but not quite free. Perhaps it was some form of taxation on 0.00. I was pretty poor and didn't get to experience KSP1 until March of 2022. 1500 hours later I almost wish it would have remained undiscovered. @munix I'm sure you two really agree and the culprit lies in a bit of overlooked text somewhere. The long-term AAA title in early access seems to be the new paradigm. Whether the community is more patient depending on the respective rank division of the publisher / producer or not remains to be seen. Since 2017 the shift has grown to be much more commonplace. Reddit and various news aggregates that report on tech / gaming are my chief sources for this and they don't often cover the metrics regarding community acceptance. Many people refuse to by AAA titles in early release because of the paradigm shift. Sentiment seems to be that some kind of boycott / passive resistance to this will cause it to go away. I think its awesome... WHEN the companies use the Feedback from early access to improve the game. Cities: Skylines II is a perfect example of what happens when this is not the case. It has less to do with the patience of the community than it does with outrage over a perception that the Devs have abandoned the community contributing to the title's massive success (The loyal and already established fan base) There is a lot of feedback to digest and things may be slow going with large portions of the community upset at any given time. But those games that do this are often the ones that redefine a Genre or at least go on to critical acclaim / success. I really hope that KSP2 takes the time needed to make KSP2 something truly amazing. My definition of perfection may vary from other players but that acceptable middle ground is quite large.
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A bunch of suggestions
Fizzlebop Smith replied to MirageNL's topic in KSP2 Suggestions and Development Discussion
I know this is probably on the forums somewhere but I want to be able to load ships up from different campaigns. It is currently incredibly cumbersome and tedious to bring ships over from a different campaign. -
1. **BoomCraft Enterprises** : Specialty: Precision KER-BOOMS! These engineers meticulously time rocket detonations. Motto: "When it absolutely, positively has to explode on target." Mission Focus: Exploding and impacting distant celestial bodies. 2. **Giggle Galactical**: Known For: Unconventional approaches and dedication to laughter. Chief Goal: "Get it on tape." Mission Style: Silly construction, like using undersized engines to move massive payloads to orbit or landing absurdly large or strange objects on celestial bodies. Remember that time they put a space station on the Mun? Classic Giggle! 3. **Dynamic Kerbonautics**: Specialization: Training. Mission Challenges: Piloting skills—landing rockets on atmospheric bodies without chutes, surviving incredible G-forces, and deploying chutes at the last possible moment (less than 1000 feet). 4. **Echo Innovations**: Mission Statement**: Cover the cosmos in communication relays. Why?: So brave kerbonauts can catch the newest episodes of their favorite soap opera. Methods: Sometimes involves losing probe or relay control. They aim to "cover the vast emptiness of space with echoes of famed Kespian Doctor Blake Kerman's smooth voice" Missions: Geosynchronous relays, polar orbits, scanning orbits for celestial body surveys, and eventually creating a satellite grid around Kerbol. 5. **Serendipity Spaceworks**: Expertise: Accidental discoveries. Instrument Packages: Designed to stumble upon unexpected phenomena—cosmic doughnuts, wormholes to parallel universes, you name it! Exclusive Mission Objective: Gathering crucial "Datuhz" (Data). Unofficial Slogan: "Oops, we couldn't do it again!" Have been making up more own Missions a little for fun and awarding small science chunks. 50-125 points Landing on Kerbin with no Chutes, Tried to land a functioning - esthetically representative space station on the mun Exploring Discoverables not Mission related Uh...oh does this violate that weird Forum rule about RP as a Kerbal? Lol
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The Nature of Awesome & Unusable Builds
Fizzlebop Smith replied to Fizzlebop Smith's topic in KSP2 Discussion
I enjoyed making the ships in the beginning. It becomes tedious to me. Most people i ask seem to use the same ship for every mission... until circumstances (mission parameters) force them to build something else. I find 99% of the games fun to be found outside the VAB and wish there was a more prolific source of work. Given enough time It will eventually get there.. but you can see on the spacecraft exchange page. The frequnency of posts is tapering off. One thing i loved about KerbalX was that you could see what parts were on the craft. I wonder if i can ask the person behind KSP builds to write plugin extension to read the Craft Paste and provide a tab that lists the parts on each -
I would love to assist in helping to make some custom missions. Give me a list of specific criteria and what order to list it in. I am not incredibly skilled in technical aspects but learn at a somewhat faster than moderate pace :} Also, would love to contribute in some way to such an amazing project. If given an example of what a filled out template would look like under each section and I would have way to spend non D&D weekends. Now I am going to start making some fictitious agencies and try to determine what aspect of cosmic exploration falls under their purview. .. but thats what i do anyway whether making missions or not.
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Mod support .. if it is going to be a future the developers consider relevant. Need to be considered from the ground up. What made KSP1 as successful as it was, larely was due to the modding community. Much the same with Morrowind, Space Engineers. Mod support does not need to be implemented early on, but the foundation and thoughts should be. Otherwise you end up with cobbled together monstrosities.. or 3rd party injectors laden with malicious coodies.
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I love all you awesome people thay bring us so much cool content. This has been the best news, related to my world of gaming, I quite some time. My boss is gonna be so mad when i spend half the morning looking through the above and looking for rabbit holes. Wooohoo
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I feel OP sums up my perspective pretty well. I truly hope this is due the the current state of developement and not an attempt to railroad my playstyle into other systems. It took me probably around 800 hours in KSP1 before I started to plan regular missions outside of Kerbins SOI. I know not everyone uses the same slow, methodical approach i (and my completionist nature) are compelled to. That is what makes the glory of the first truly shine. The wrapped a sandbox into a game. No wrong approach. Have fun, explore.. learn and kerbal the Cosmos. Hurry up and unlock everything.. or what is more likely.. do a few missions and lock yourself out of future success bc you wanted a couple cool parts. Usually, no big deal. I'll do an extra 60 missions amd make up for it. I think there is enough feedback that specific improvements will come to address these shortcoming. I am still extremely excited and hopeful...much of that is overshadowed by a deep seeded fear that multi-player/ colonies will superceded any an all aspects of solo play. What I mean to say is.. I hope they drop the push toward linear expansion and adopt a model based exploratory progressions.
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Everytime I build a rocket or space station I have to stop myself at some point. As the basic needs of the craft begin approach that minimum level acceptance criteria I start to say things like "Oh, I bet that would look super cool" or "A radial array of that Truss Fuel sun assembly would look amazing right here". What begins to happen is truly transformative. TWR quickly approaches an unusable number on the first stage or two. I revamp the various thruster options available to me. Become disappointed with relative burn time. Slap MOAR FUEEEL. Repeat iterations of the last paragraph.. Fly.. Explode... Modify.. Fly.. Repeat until I have a really bad ass craft that will be used on multiple missions to come. I fly that bad boy to Duna or Somewhere that I have recently been. (Because I wanna showcase this bad boy on something I know I can do) Snap some screen shots and upload to KSPBuilds.com as Dunasaurus One. Hmmm. All those people searching for a paste & play craft will be sad. Even if no specific mission is associated with the craft, I feel the above mentioned idiosyncratic behavior is shared by many. The inner dialogue may vary slightly. However, most I speak to seem to suffer from some form of conflict with the "nature of awesome". I see a great number of uploads with a Mission that has been available and completed for some time. I have all of tier 2 unlocked and am selectively working through 3 but cannot paste a craft title for a mission oh so long ago. It just sucks. I don't know if others playing exploration feel disheartened by this? Seems most of the craft shared is from sandbox or a much later tech unlock. I am getting better at craft design, but wish there were more options for low tech design. I know eventually there will be a plethora of thousands and thousands of craft and it will be easier. *Violin Fades to Silence*
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This makes my day. The breadth of whats on the forums is huge and i often miss the things i am looking for. Thank you for Illuminating the darkness that is my KSP experience. I am beyond excited to here about this and will absolutely be reading about Kapitalism now. Do you have a link to anything talking about the status of this or which sub thread may have snippets? General searches return a bit of off handed comments by redditors liquided at the lack of contracts / currency but nadda in official capacity.
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I don't know if it's possible or not... but I was hoping someone could pick up the much needed slack the game has left on the mission front. I have seen the science archive and know there is some way to track that. My modding skills are limited to very simple Json text editing. I was looking through the way KSP1 specific contracts were set up with regard to code, but I have no earthly idea where to start. Ii would love a simple science call. If you've been to the planet here are 5 random missions you can choose with no real mission flavor text. I would help in anyway I can, but right now some cute dialogues are the limit of my skills. Is this even possible with the way KSP2 is currently coded? Is modding in a Bep/InEx incredibly difficult vs making buildings / troops or simple aiblogic in something like mindustry? Seems daunting looking in from the outside, but the lack missions and gameplay to promote actually exploration is lacking. Thanks to any helpful answers / insight or parties willing to tacke.
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Flight Plan [0.10.7 for KSP2 v0.2.2+]
Fizzlebop Smith replied to schlosrat's topic in KSP2 Mod Releases
I know that a lot of bugs are being worked out, will be worked out and such...especially as updates mess with all of your fine craftsmanship. I just wanted to say that mechjeb2 was extremely buggy with regard to certain features. Other feathers like orbital calcs were inclined to bug out occasionally as well. One instance i recall trying to 'return from a moon' @ 20KM would toss me out at 2.4m KM from Kerbin. I know that manual adjustments can be made and often the end result, but i kept altering the desired orbital distance and would get slight variation in end Kerbin AP, but not really anything when considering cosmic distances. Reloaded saves and nadda. After a while i realized i had wasted way too much time doing nothing at all and ate dinner, went to sleep. Next day after a fresh restart and reboot of the game can you believe that 'return from moon' @25KM and ended up 100KM from where i wanted. Anyone familiar with Mechjeb2 knows that distance was rarely close on that feature. Depending on your relationship to the ecliptic on return and such. I know this may not have bearing on all the things encountered in this thread. Most may be legitimate issues to fix. Others may just be the result of some quirky *interactions between the game* & a Marvelously Cobbled together (constructed) Glory of complicated code. Sometimes, the digital gods are just angry at us. Should i remedy the sleep deprivation now? ... or play some more KSP2- 242 replies
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Science is pretty much stupid. Just get rid of it.
Fizzlebop Smith replied to JoeSchmuckatelli's topic in KSP2 Discussion
Oooh I like that. What I suggested would never really sail... too reminiscent of the old RPG where your first fight is the end boss then you reboot to zero. Your idea would be super cool. Love the Fledgling takeover. Could even Interplanetary probe mission that loses control could work with the com-net suggestion or any other number of approaches. Those are the kind of things I really hope make mod content one day. @Hanuman do you play with any mods? WMCC Is pretty fun and a rewarding experience more in line with KSP1 but adds a steep difficulty gradient in some aspect with Tech unlock. I admit it's winning me over more and more bc I know the community will bring those things eventually even if the dev do not. Thank gawd for the modders. Yea. When you said thay earlier "no wrong way" and how people are mis-infering that it's too hard. All thay clicked a light and I knew how to better articulate when people respond to me similiarly. -
Science is pretty much stupid. Just get rid of it.
Fizzlebop Smith replied to JoeSchmuckatelli's topic in KSP2 Discussion
^^^ Yea.. science isn't stoopid. We make fishin' go BRRRRT. I've seen more traction gained regarding the number of complaints leveraged specifically at the short coming of exploration. I there's alot of bugs and UI concern along with an entire road map. Most *suggestion* style improvements beyond the scope of above mentioned occur from convenience or at the back end. I saw this awesome badge mod today that adds nothing but fun!! I know once as stability increases the amazing modders will remedy my biggest issues 1. lack of missions to promote varied playstyle 2.lacl of self generating often repetive datuh collection at the heart of any real science program. Onto the veracity of Exploration as a single mode. I will use the fact that one is a subset of the other (the other being what we seem to desire more of) to support my stance. There never was any need for two separate game modes. Career was always essential Science Plus. A few changes to weighting of science and everything else is on top. This could have been acheiced with a box you clicked when starting a new Science Mode game. One thing that was said which should be posted atop every white board around headquarters "There should be no wrong way to play the game" A single forced interplanetary mission with a prefab craft and assisted maneuvers could correct that need to drive people interplanetary and show how easy it is. You capture SOI and cut to landing montage. Then jeb wakes and enters the frame. Walks and out and sees a very simple jumping flea and sighs. Mission Control Then when you get to Duna you see a spectacle from Jebs Dream Alas I have too much time and daydream often -
Celestial Glow [v0.1.2 for KSP2 0.2.1.0]
Fizzlebop Smith replied to WiS3's topic in KSP2 Mod Releases
Thank you Munix for benefit of your experience -
Tier 1.7 Sub Assembly A Malfunction in a new product from Kefarious Enterprises ensure they continue to stay at the forefront of Kerbal News Right Then Headlines. The accident was rather minor as no Live Kerbal were injured when the Kylar fabric housing flammable fuel mixture gave way. Official Finding rule the culprit as a smoldering Cigarette. The Innovative new Containment system from Flooyd Industiries causing all the fuss seems to "BE" the BBB Compact Cluster. Officially labeled as the Bigger Better Baguette Liquid Fuel Containment Balloon seems to be quite popular with crowds gathered for demonstration day. The blinding white light of Kerbol reflecting off a multi micron Kylar Balloon filled with highly flamable Methol Oxy fuel Mixtures is quite dazzling. Inside sources have reported that the secret to the success is using the successes from last weeks launch in todays design. By attaching all the left over balloons from the canceled weather program to a single anchor point, KE has efficiently created a lightweight liquid lunch any lander would be proud to slurp. Inside sources around the water cooler say that the assembly line approach to rocket design has cut Kefarious Enterprises bottom line in half. Initial Quarterly Broadcasts suggest a record amount of KER-Bling. Apparently Kerbal News Right Then is supposed to be asking for Volunteers. An overnight SAR team is being put together to locate the Brave Jubileah Kermin who still has not been located. In the typical Kefarious cost cutting manner, they only added enough fuel to satisfy "demonstration expectation" and the TWR were drastically miscalculated. With all the money saved on corning cutting and stuffing balloons full of gas.... sounds like quite the party. Jebidiah Kerbal with Consolidate Kerbal States was caughttrying to sneak into the event, but the overalls were a clear violation of the dress code. Sub Assembly Link KSP Builds - BBB Compact Cluster This was inspired by a craft "Fat Duna Lander" that was outside my current tech playstyle and therefore unpastable
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Celestial Glow [v0.1.2 for KSP2 0.2.1.0]
Fizzlebop Smith replied to WiS3's topic in KSP2 Mod Releases
I was very excited to get to actually see things without nuking my retnas from cranking the Gamma. This more never gets entered into the mod loader for me. I have other Mods that are outdated by the Community Verifying - Thingy. Those mods still work with the newest patch though so i do not know why this one isn't working. I have very little experience troubleshooting this kind of stuff and am hopelessly lost when nothing crashes. The red stuff in the In game Window is what i search out in the Logs to start my rounds of Google-Fu / Bing PT that S%*$. If this does get up and going or someone has a work around / solution for why it isnt loading, Please let me know. My initial thoughts is that dependency is an outdated spacedock? -
Science is pretty much stupid. Just get rid of it.
Fizzlebop Smith replied to JoeSchmuckatelli's topic in KSP2 Discussion
I do not necessarily think that both modes are disparate. I believe a great deal of additional conetent could be toggle options. Play with the game feature you most enjoy! Some may be derivative of others or be dependant but finding the *advanced tweakables* of explore mode itself would be awesome. -
I so completely agree with you about this. People in conversation keep confusing my frustrations with an inability to navigate the (not too) difficult task of landing on a different planet in the game. I have 1500 hours in KSP1 since i discovered it two years ago. I had reached some of the various planets and **adequately** managed to successful rendezvous... Before I discovered CKAN and the glory of Mechjeb. I honestly love the interface and mechanical approach to teaching in game mechanics. Those i could not get interested in KSP1 because it was too hard are actually able to hit Ike in KSP2. But it is prohibitive in its approach to the game mode and punishing if you dont pick the right choices with each mission unlock. Career was amazing *Because* it was sandbox plus. Like any management game trying to enforce some form of structured gameplay. The difference i think boils down to many of the points you mentioned, It is somewhat avoided on discord whether there will be a career mode.. it was stated early in that Exploration is intended as the Bridge to combine the two gameplays into one. I am so F-ing amazed that more havent rallied behind some of these specific points. Im becoming more convinced that many of the champions for the Rapid approach to essentially a Sandbox mode (Minus the parts you think are stupid) are those that really didnt enjoy playing career mode all that much in KSP1.