Cryptobux
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Everything posted by Cryptobux
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The Name Change Thread (WARNING! ONE TIME ONLY!)
Cryptobux replied to Souper's topic in Kerbal Network
Hmm. I'd like my personal details (email) to be removed from this forum's database. I understand that's a legal right in certain jurisdictions, and probably in the host country of this forum. Who should I contact? -
The Name Change Thread (WARNING! ONE TIME ONLY!)
Cryptobux replied to Souper's topic in Kerbal Network
@Vanamonde Not quite on topic - I asked for my account to be deleted about 30hours ago but it hasn't happened yet. Can you take a look? -
@WatchClarkBand This hits home. First, you (and presumably others) were totally invested in the game, enough so to get a tattoo of it. Hats off. Second, the executives care so little for their workers they were happy to let you actually get inked with the full knowledge the game and you had no future with them. Inexcusable behaviour. If that's how they treat their own, it's no wonder Zelnick feels no compunctions about telling outright lies to customers.
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HavesteR shares his thoughts on recent KSP2 news
Cryptobux replied to moeggz's topic in KSP2 Discussion
Hey @Skorj, I reckon this forum is exactly the place for (generalised) discussion on the right way to develop a KSP-like game. We're all nerds here. -
30:37 ... I have messaged Nate Simpson cre creative director of ksp2 30:45 and I said look I know you're obviously going to be under some massive corporate NDA so you can't really talk but can you 30:51 tell me anything and all he was able to say was I'm very much looking forward to talking when I can thanks for 30:57 understanding ...
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The only feature I'd ask for (and it should go without saying in this game) would be rock-solid orbital behaviour, prediction, and control with acceptable performance. Stability on the ground and in flight. Once that foundation exists, everything else can be built out. Without that foundation, which from what you're saying may not be possible, the project's stuck on the launchpad with the countdown on hold.
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@PDCWolf makes a bunch of interesting points. I'm no software engineer but, referring to the thread title - is this sort of game actually not feasible given current- or next-gen hardware? Even with a bespoke engine, is the sort of calculation required to achieve what Simpson et al promised not actually possible? Again speaking as a layman, is there some inherent limitation to how the numbers are crunched (floating-point accuracy?) or the way that is implemented that means there is no way to accurately place two craft next to each other when they are further than (x) distance from an origin. Or, is the Rask / Rusk / spacecraft construction a variation on the three-body problem? Or, do we need to actually do what KSP2 proposed and constantly compute everything all the time everywhere, and that's a fundamentally unsolvable issue? Squad bravely tried and approximated it, IG repeated all the same mistakes only worse. Is there another way?
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Can we please get an update as to what’s going on?
Cryptobux replied to HammerTyme's topic in KSP2 Discussion
And here's the top reply in the Cancelation Predictions Steam forum thread, obvious now that the pins are gone. This guy is clairvoyant: Dalek1967 22 Aug, 2023 @ 8:05pm I hope they don't cancel the game, but if I was writing the checks I would probably pull the plug. It's dead on steamdb, YouTube, and Twitch. I'm not in marketing, but it seems to me that you: 1) Contact members of the media (soon) and start rumors of a big patch in December with a final price of $70 2) At the start of December announce your plans for a big patch to be rolled out by the end of the year. 3) For December put the game on sale for $10 off and advertise it as a "last chance". 4) Delay the patch until Jan 15th or so to limit returns. 5) Quietly start transferring people off the team 6) Release a subset of the broken features and promise more to come. Call it 1.0. 7) Go quiet, and leave a skeleton team. 8) In end-of-business-year in March announce that you are shutting down the project and/or studio. Last edited by Dalek1967; 22 Aug, 2023 @ 8:06pm -
Gents, this is one of the best threads I've read on the KSP2 situation. Congrats on the reasoned discussion and rebuttals, good job on (mostly) not making personal attacks. I tried making some similar remarks on Discord, but you can guess how that went down.
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I agree. It's fine to sell a ticket to a hype train because everybody including the operator thinks and hopes it's going somewhere. But when the train has pulled in to a station and the operator knows it is not going to go anywhere further, that's when it's not OK to continue selling tickets.
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Instead of Elon Musk (horrible idea) How about Dean Hall?
Cryptobux replied to RayneCloud's topic in KSP2 Discussion
To see the IP go to a company who would construct a bespoke engine is encouraging. I'm no software engineer and I have no idea what obstacles that presents to a project like this, but it can only be a better platform than Unity. -
This guy is the casual fan who Intercept Games screwed the hardest. Knew KSP, loved KSP, expected KSP2 to be good based on the name. Didn't geek out so hard that they could learn the trouble the game was in before release. Blamelessly bought the game, even in EA, in good faith. And look where that got him, and all the others like him. Shame on IG, shame on T2.
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Instead of Elon Musk (horrible idea) How about Dean Hall?
Cryptobux replied to RayneCloud's topic in KSP2 Discussion
I don't agree with everything you post, but this is 100% on target! A proper spaceflight game that takes inspiration from the old franchise without being constrained by the lore would be something I would totally support. I actually think it's quietly happening already, and the demise of KSP2 just increases the potential for such a proposition. -
Wobbly Rockets with David 'Trigger' Tregoning - KSP2 Dev Chat
Cryptobux replied to Intercept Games's topic in Dev Chats
As Nate says, "that work is ongoing right now, so we should have some cool stuff to show you soon". What he means by "cool stuff", and "soon" can be only be guessed at, informed by looking at his track record so far. -
Wobbly Rockets with David 'Trigger' Tregoning - KSP2 Dev Chat
Cryptobux replied to Intercept Games's topic in Dev Chats
If you haven't yet watched the video, let me summarize it and save you 18 minutes: Rockets are too wobbly They're working on it -
You promised us communication, where is it?
Cryptobux replied to RayneCloud's topic in KSP2 Discussion
Fair point. Anybody who bought this game on Steam and did not refund within the two hour playtime window knew exactly what it was they had purchased. I applaud those customers who elected to not refund out of altruism, good faith, and trust that the game would improve at the rate Simpson suggested they could expect. -
They've backed themselves into a corner now. On one hand they need to fix core mechanics (wobbles, orbits) and add base game mechanics (proper reentry) as a matter of urgency, and on the other they need to roll out step one of the roadmap they've promised (science). Those might be two seperate workstreams, but science missions rendered impossible by gameplay faults would be the final straw. One must precede the other. Based on IG's performance so far I can't see them releasing science with core gameplay updates in the next patch, which is still presumably a month or two away. So science by the end of year is aspirational. The way I read it Simpson and IG's reckoning is imminent - terminal reputational damage within a matter of weeks unless they turn this fiasco around.