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Icegrx

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Everything posted by Icegrx

  1. I’m not trying to “get” anybody.. Your expectations seem to be for a fully released game, which is fine. It just sounds like you would have been a lot happier waiting imo. EA isn’t for everyone. While I have disappointment in the communication and the pace of development, and feel both of these need to be seriously addressed for KSP2 to find success. You seem to be expecting something completely beyond what most EA titles offer. I don’t feel your opinions are helpful at all to the conversation at hand. I feel your expectations derail genuine criticism that the team needs to be reading. I’m also confused why someone would purchase an EA title, and not want to contribute to bug reports, testing or genuine suggestions and feel the need to complain. I guess you spent you spent your $50 like everyone else, so be it. It’s just odd in my opinion.
  2. I play to do things like this… And this
  3. Then you shouldn’t have spent $50 on an early access game…
  4. I feel smaller more regular bite sized updates would go a lot further in developing trust and a healthy community. I get that colonies is a lot of work, and you don’t want to release it until it’s a full fleged update. However, in the future, Giving us portions of an update something small to chew on and report bugs on would go a long way. Colonies for instance. Why not give us the new VAB without including the new parts, Or the flip, give us the new parts without the new VAB features? Sure, we wouldn’t be able to build a colony right away with either of these options. We could at least test and stress the VAB with our current parts. Or with the latter test and stress the new parts in our current VAB without being able to get them into space. Either of these options gives us SOMETHING, and in return you would receive valuable testing data. You’re currently paying someone on the team to run play testing. Why not offload some of that work for free onto the community?
  5. I really don’t think you understand what a community manager does. Also the pictures could be accomplished with 15-20 minutes of taking screenshots and another 30mins to an hour of photoshop. Writing maybe 15 minutes. a cm is not an artist, nor are they a programmer. Basic graphic design is not 3d modeling or texturing.
  6. Honestly, I can agree with that statement. “Howdy Kerbonauts! We've got some BIG KSP2 NEWS that's going to rock your world!“ This part was a slap in the face in particular. tone deaf in my opinion. but, not much the CM can do if there’s literally nothing to report, and you have to remember the CM has a boss they have to report to. The real issue is management, and not the CMs in particular.
  7. You want the CM to work on the bugs? I think that will lead to more bugs. theres people who do specific things on the team.
  8. It sounds like you need to get out of your comfort zone and attempt interplanetary missions now.
  9. I’m not down with having to search out obscure YouTube interviews to get information about features. sigh… thank you for this. Guess I gotta watch the interview
  10. None of the teasers have shown any type of ground construction or ground based parts
  11. I don’t even think the dev team knows the goal at this point. all we have been teased with are large station like colonies. seems the goal to me, is to make large stations while getting around the part count problem.
  12. I’ve had this happen. when it happens to me, I notice the docking port itself has physically moved from its intended place. warped off axis slightly, or pushed into the craft itself. Nothing I did would fix it and allow it to dock at that point. for me, I think this happens most often when I am using a larger ship, or station, have SAS on and time warp. It’s like the torque of SAS completely reconfigures parts on the craft under time warp. to minimize this, I now turn SAS off every single time I warp. I wonder if your ports look like they have moved around at all?
  13. Thank you! This makes me way more interested. I’ll give it a go tonight!
  14. Seems like this one comes down to whose computer can handle the most amount of whiplash engines. or am I missing something?
  15. The more I contemplate this, the more nervous I get. are colonies designed to primarily be large space stations? Or are you giving ground colonies some love too? I would love love some sneak peaks at a ground based operation. Ground based activities need so so much more love than it currently stands. id love to setup a ground base, and it actually have a reason to exist.
  16. Ahhhh, understood! I was wondering why week after week this bug stayed in the KERB but said fix implemented. I am dumb, thank you
  17. By the time anything gets done, there will be no one left to get excited about it. I’ll come back here in 6 months to checkup I guess.
  18. Seems both development and communication is devolving. This is not the direction you should be going.
  19. Turn off the snap tool while building ferrings to solve all your issues
  20. Okay, I was really bummed with K.G.01-02 coming to a close. I am way more excited about this now! I’ll keep my comments short here, but a few things. The stock KSP2 Main & Side missions are pretty lack luster, I’ve played through them a couple of times now on various campaigns, I’m not really looking forward to doing them again. Your K.G.01 missions and now this however really give me the itch to hop back in and keep playing. The detail you put into the blogs, and the ability to follow along in my own gameplay make it something really great. I hope those in charge of the KSP2 missions take note and give us more detailed engineering inspired missions like this. It is a sandbox however, and the game is what you make of it you’ve proved that much! The Command & Control Center you build is incredible! It looks like it could be a single item designed specifically for that purpose, it does not look like something built out of individual parts if that makes sense. I’ve been waiting on colonies update for parts like this, and you just went and built your own! Excited to see how that crew section evolves, looks incredibly sleek and sci-fi like. All the payloads I’ve landed and or sent interplanetary so far have been pretty small so looking forward to how you deal with all the mass.
  21. This challenge really appeals to me. 99% of my KSP career has been focused on rocket style designs. Shuttles have always scared me away. I think I’m finally ready for the challenge. Few Questions: do I post my submission here, or do I start my own post and link back to this thread? I’ll be tackling this slowly, part by part. It won’t be one nice upload, so I’m thinking it’s best I make my own thread. I mostly play in exploration/career mode. In KSP2 a lot of the shuttle stuff is locked pretty deep in the tech tree. Are we allowed to post multiple shuttle builds? I’d like to tackle multiple missions while progressing exploration mode and unlocking tech trees. This will require a few shuttles and rebuilds of each.
  22. It seems to me that probes have an innate antenna effect built right in or KSC projects a range that doesn’t require an antenna to receive. I have not had a need for antenna at all in the Kerbin - Mun - Min system like you say. However when I got to Duna I started to have issues. My first probe got there beautifully, but once duna and kerbin drifted apart I lost signal. on future missions to Jool i have forgot to open my antenna a few times, and on the way there they have lost control until opened. it seems KSC might just be too powerful atm, and doesn’t require antenna to receive its signal. Once out of that sphere however, antenna and comnet do matter, yet signal does not get interrupted by planetary bodies. here if you look at bug #7 it starts to seem as if they are doing commnet differently this time around
  23. There is actually! I just learned of this recently. Holding down ALT + W,A,S,D will “trim” your control surfaces in that direction. a well balanced plane will require just a touch of trim to keep the nose pointed up correctly, and allow you to turn off SAS completely, and it’s a game changer. sounds like you’re doing the balancing correctly, COL within the COM circle, yet still behind it. another thing to note, the closer COL is to the COM the less stable, yet more maneuverable a plane will be. Based on your comments it sounds like you might need to pull your COL back just slightly for a more stable flight. That plus using trim, I think you’ll be golden. finally I like to ensure my control surfaces for pitch and yaw are biased towards the thrust. Meaning. I like to make the control points bigger in the back towards my engine so that the engine is swinging around more helping the maneuverability and smoothing things out. Any control surfaces towards the nose should be smaller and there to “help”
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