Jump to content

Stewcooker

Members
  • Posts

    27
  • Joined

  • Last visited

Reputation

45 Excellent

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Rocketwerkz is NOT owned by Take Two. Their website says they are independent, their steam pages show them as the developer and publisher of their games. Therefore, Take Two's decision to can IG has NOTHING to do with Rocketwerkz. Also, Rocketwerkz does not own the Kerbal IP. It sounds like they just continued development on their own internal prototype despite losing the pitch to be the KSP2 developer. This means, in no uncertain terms, that Take Two will NOT be transferring development of KSP2 to Rocketwerkz. It does mean, that Dean Hall is a savvy studio owner/manager/whathaveyou and he wants some KSP2 devs to land at Rocketwerkz, and use their skills and talents to further his studio's project, NOT to revive or continue support on KSP 2.
  2. It's what we've been seeing since the very first day. Senseless cheerleading. What's the saying? "Wake up and smell the coffee?" It's over, lots of use felt like this was coming, and now its here. Live with it, people.
  3. So this was a few years ago, but I saw in an article that was talking about starting your own game dev studio, and it said to budget "at least" $10k per worker per month. That would include HR and administrative staff. The cost has gone up since I read that, so lets say $15k per month. For 70 people thats 12.6 million a year. That's how much it costs, in very ballpark figures, to keep IG open. It became quite clear to TT that there's absolutely no way this game was ever going to offset that kind of expenditure if things continued as is. So they figured the best thing to do was axe the whole company.
  4. Really glad the science experiment bug is fixed. When I encountered it in the game I thought: "Really? No one thought to write a check to see if an experiment had been done?" Also, is it a bug or a missing feature? Bugs are usually intermittent, but from what I understand this happened to everyone all the time, which would make it more of a missing feature.
  5. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: i7 | GPU: Nvidia 1660 TI | RAM: 16 GB When flying my craft, upon leaving the atmosphere for the first time the "Science available" indicator flashes, but says that some of the available experiments need to be run by a kerbal on EVA. I exit the craft with my kerbal, right click the kerbal, and then click the "Crew Observation" button. I hear the science ding sound effect, the button disappears. Upon re entering the craft, opening the science menu shows no additional data to transmit, not additional samples in storage, and the science available indicator is still flashing. Upon rexiting the craft I can do the same steps again to no apparent effect. .ipsImage { width: 900px !important; }
  6. I think 7 is a good starting place. 7 is probably about the bare minimum you could have and have a relatively "complete" science experience. Starting at the lower end of what could be, allows them to add more science parts down the line based on player feedback and use cases that emerge naturally due to people playing the game, instead of brainstorming sessions in a closed room. Nothing wrong with brainstorming, but lots of good ideas come later after people have been playing the game too. So yeah, I don't think 7 is intended to be the only science parts we'll ever get, even before colonies and interstellar. This gives them plenty of room to add interesting science later without the new parts feeling redundant or crammed in.
  7. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Intel i7-9750H | GPU: Nvidia 1660 ti | RAM: 16GB Fresh install of KSP2, booted up the game and built a rocket in the VAB. Music and UI sound effects worked fine throughout. When I went to launch my rocket, no sounds at all. No environment sounds, no countdown sounds, no launch sounds, and no rocket sounds. I pressed escape and the UI sounds were working. I reverted to the VAB and music and UI sounds were working fine as well. Relaunching the rocket from the VAB caused the sound to begin working again as expected, with countdown, UI and Rocket sounds. .ipsImage { width: 900px !important; }
  8. So, wobbly fix is sometime after 1.5.0, and science is sometime after that? Just making sure I read that properly. If that's indeed the case....science next summer sometime?
  9. "You could turn off all the joints, single rigidbody,, but then you lose some of that novelty..." I feel like "wobbly rockets" aren't an interesting "novelty", they're inaccurate and immersion breaking. Yes KSP prides itself on being cartoony and accessible, something I feel like the dev team may have leaned a little too hard into at times, but at the end of the day this is a physics-based sandbox game trying to emulate real-life rocketry, and in real life rockets don't wobble or bend when they encounter shear forces, they break. Often catastrophically. At this point my vote is to echo what @regex says and implement node to node welding of parts of the same size or cross section. You can still calculate shear forces and aerodynamics per part, and if shear forces reach a certain threshold, *bam*, explode the part, decouple the nodes, and then you've got a realistic emulation of a rocket. And @Nate really hits the nail on the head around the 4 minute mark when he says "When a player sees a rocket, if the structure itself appears to be unitary....you'd sort of expect all those cylindrical elements to basically be constructed as one solid piece" (paraphrase). I agree, that is what I expect, but beyond that, its what I saw when SpaceX launched their 397 foot tall, 11 million pound Starship on it's first test flight. I saw that rocket tumble, fall sideways, and then the FTS kicked in and exploded the rocket, all without the slightest bit of (observable) flex or bend. Yes, I agree that lateral nodes with a cantilevered weight out on the end should experience some bend, but the core of my rocket should, as Trigger so eloquently put it, "Fly straight and true like a brick house". I think the team is getting there, I know they're really putting a lot of work into finding an implementation that includes the best of both worlds. But I have to wonder two things: 1. Is finding one solution for all the parts across the board worth it, or would it be easier to have different physics for different parts? Whereby i mean a vertical stack of tanks behaves as one rigidbody, but nodes attached laterally or with a docking port experience the same kind of wobble we have built in now? 2. Why are these questions and solutions just now being discussed when the initial release date was early 2020?
  10. Thanks for putting the work in to do this! It would also be nice to see a breakdown of which bugs were day 1 bugs, as I feel like that would give some indication of where the team is at. Thanks again! On the subject of bug reports, I'm seeing some people displeased and saying that the devs should be aware of the bugs. I just want to add my two cents: The devs are more than likely aware of most of the issues with the game, but tracking down the steps to reproduce a bug can be time-consuming. So bug reports help the devs, not necessarily because you are telling them about an issue for the first time, but if you can nail down the steps that reproduce the bug it saves them a lot of time and gives them a better starting place as to what might be causing the issue. Anyway thats my two cents.
  11. This is oddly reminiscent of the time when they said that they were slowing down the release cadence so that that they could release better patches. We've had one patch since then. I suppose soon we'll be hearing that official communication will be slowing down so that they can spend more effort making good communications.
  12. Hi, I haven't seen anything about this yet. Where was this posted?
  13. So I can definitely see why Kerbal takes the path that it does, in regards to seriousness. And in game philosophy choices as well. For example, I think Kerbal does an exceptionally good job of getting the best of the Sim world and the goofy fun game world. Go too far in either direction and you lose fans on the other side completely. For me, I love playing KSP with mods like RP-1 and Kerbalism and it irks me that kerbals aren't human-sized and that Kerbin isn't Earth-sized, but I'm probably in the minority and then again, mods. TLDR: I personally feel like Kerbal gets the balance of the two quite nearly just right.
×
×
  • Create New...