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KSP2 Release Notes
Everything posted by Presto200
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Respectfully, The post did talk about them working on each of these problems: And even more he talked about fixing one of the main annoyances that come with the problem. While this doesn't necessarily fix the Delta-V calculator, It shows that they are committed to fixing the issue and making sure that the game stays fun while they work on it: I don't mean to disregard your concerns but I think if we are asking for more quality communication we should keep a positive attitude when they deliver, especially when it's specifically acknowledging what we have been saying for a while. I'm not saying anyone HAS TO be happy with where we are but I think a positive outlook is always better especially if one main complaint was asking for them to talk about what they are working on before it's here.
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I am also hoping for a Science tweak in the next couple updates, I know they didn't necessarily touch on this topic in this post but seeing so much progress coming soon (especially in terms of UI) I think it is appropriate to bring this up. I'm linking my old discussion on this topic, specifically on how the science is gathered from experiments. I think this improvement would also help first time user experiences because on release of FS! I was having a hard time understanding why it was one press and didn't feel like I was actually using all the experiments I put on my craft. There were times where I press the science button and didn't quite know what just happened if anything. Anyways, I just want to share my thoughts on my hopes for the next couple updates (doesn't even need to be 0.2.2). Again I love the communication and am excited to see where this game goes!
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I love hearing more about development! It's great to see that the development team is taking the community's bugs into consideration. I also love getting to see at least somewhat technical talk on how yall establish what needs to be worked on and how they are being worked on. I appreciate the idea of unlocking the maneuver planner from Delta-V, I think that is a great call! I do want to say that I hope it stays this way even after the Delta-V calculator is "fixed", I would suggest just adding a warning statement that says "Plan exceeds Delta-V" but still lets the user try. Great work everybody and I appreciate hearing more about the development process!
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I will be curious how they will make it so you can't just timewarp in order to have infinite resources after setting up supply delivery routes, money does make things more finite, I would suggest they should keep "Exploration" mode without money for people who don't care for that restriction (i.e. me ) but they should add a career mode that does add money, I did see a good looking mod for a money system for KSP2, I'll link it below
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QA Testing vs. Playtesting
Presto200 replied to ArmchairGravy's topic in KSP2 Suggestions and Development Discussion
Have you made a bug report on this yet? -
This is my take on the craft file saving system, I think this would be good because then autosaves can happen often and not take up a bunch of space. The devs have said they know that the current craft file system is not optimal and it will get changes when other (more priority) bugs/features are dealt with.
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What happened to increased communication?
Presto200 replied to DoomsdayDuck555's topic in KSP2 Discussion
I wonder if they still have these meetings internally -
Weekly Challenge #52: Challenge Combo!
Presto200 replied to Dakota's topic in Challenges & Mission Ideas
any news on your attempt? I'm excited to see what you come up with -
I wanted to make an amendment to this post, specifically after watching Matt Lowne's most recent KSP2 video: Matt Lowne struggling with rover wheel physics bugs: 35:30 - 43:40 I don't usually build or drive rovers in the game so I guess I was blind sighted to what that experience is like in the current game. seeing him drive a rover and all the bugs from that is very disheartening and I hope these things get fixed soon, hopefully in the next patch. Anyways, if we want to talk about that more we should make our own forum thread for that, in terms of this thread I'd like to make an amendment that small rocks are fine to not have collision, but medium to large rocks definitely should. I'm going to use some screenshots from his video to be more specific: Small (no need for collision because then driving would be no fun): Medium (I'd appreciate collision so that you don't just drive in a straight line all the time, also assuming wheel bugs are fixed by then): Large(obviously collision should be turned on for these): Hopefully these amendments to my original post is well recieved, I really do think this is an important thing to add a bit more immersion in the game. P.S. somebody with more experience driving rovers in the game should make a thread about that
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What are your suggestions for KSP2 development?
Presto200 replied to Meecrob's topic in KSP2 Discussion
I wonder if the next patch will do a slight rework on the science system, maybe some numbers of science rewards, some of the texts for experiments being done, but also the system of science gathering in general. I made this post a while ago and I think there's a decent amount of people who agree. Obviously all we can do is speculate but it's been a while since the last patch so maybe this will be in the patch: -
My Sadness is Great - Who else wanted Infinite missions?
Presto200 replied to Fizzlebop Smith's topic in KSP2 Discussion
Here's to hoping that them specifically saying "Primary" means that there will be expansion of side missions, one problem though is as it stands you only get side missions whenever completing main mission goals. I think for longevity of the game they should bring back procedural missions that make you feel like you truly are building a space agency that needs to test out parts and build infrastructure around the solar system (and eventually Solar Systems ). I would also go to @steveman0's point and say they would need to find a balance between repetitive and fun, as well as a balance between easy and difficult. As I've said in a previous post, I don't find myself coming back to KSP2 for play sessions as often because after you get to a certain distance in the missions, all missions are far out and difficult. Not to say I don't love this game for the challenges, but I don't always have the time to do a whole big mission, so I only find myself coming back to the game when I have a long time to play because I don't like splitting missions into multiple play sessions. Anyways, I think there is a lot of time left in development, I think every roadmap milestone (besides multiplayer) will bring more missions, whether is is adding to the backend of the main storyline or adding side missions. This will at least help but I share your opinion @Fizzlebop Smith and I hope procedural missions come eventually so that there is infinite potential for the game and that we can play a decade into the future like KSP1. -
This was my suggestion for a slight rework of Science, I basically said that I think having a 2 click system would be better, right now with 1 button press I think science is less personal, at least in KSP1 even though you had to search your craft for where you put those tiny science modules you got to feel like you're using each of your modules. I suggested having the left side science button open a menu that has a list of all your science parts on your craft(plus Kerbal crew observations) so that you can do them all individually if you want, but also have a "run all" button within this menu in case you don't care about getting to see each science part animation. P.S. this is not me trying to put down your comment, I agree that making Science easier (like not having to reset science modules and not having to rememeber where your science data is being stored) is much better than KSP1. I just wanted to share my thoughts that I posted about the topic.
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What happened to increased communication?
Presto200 replied to DoomsdayDuck555's topic in KSP2 Discussion
That's a good point, it does feel disheartening feeling like we don't have much information but looking back it is a lot like For Science! I think it just feels worse now because we know how great it was getting new information each week during that month prior to For Science! All that being said, I am much more interested on getting communication on the next patch since it has taken the longest between any patch in the past. I am hoping for a decent list of bug fixes, maybe 15 - 20 small bugs, performance increases, and at least 1 or 2 of the major bugs concerning the community recently (quick load vessels breaking, vessels falling through floor, rover distance problems, orbital lines dissapearing from "landed" state of vessel, ect.) -
What happened to increased communication?
Presto200 replied to DoomsdayDuck555's topic in KSP2 Discussion
I appreciate the acknowledgement Mike! Even something on a solemn note like this feels like a weight being lifted off our shoulders (at least to me). I appreciate this communication, even if it is to tell us to wait one more week. I have high hopes that this can be a pivot point for the community and that we all can start getting excited for our favorite game again. Best of luck to the Devs and CMs, our expectations are high for next week, we've been waiting for some meat to chew on. Much Appreciated! -
This could make the training center do more than just be a place where tutorials are played, they could also be training lots of Kerbals into specific roles on each colony
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I just had this thought, I think that one of the reasons I am not jumping out of my seat to play the game as much as possible is because the storyline is exponential. By exponential I mean that the mission arch goes from high Kerbin altitude, to Kerbin orbit, to the Mun, to Minmus, to Duna, to Jool, to Tylo (if I'm remembering correctly). After a couple missions you realize that to do the next step it will take a lot of time to complete. I am someone who would rather do a mission all in one sitting, so it makes me not feel encouraged to play the game when I only have half an hour or so of free time. I think if either the progression was slower, or if there was more "side progression" in terms of difficulty instead of big jumps like from on mission to Duna, and the next to Jool. I think also having side missions that still feel like you are contributing to making a solid/effective space agency. KSP1 missions were all tedious (and somewhat lame in comparison to KSP2) they still all were given the context of doing these things as testing and creating orbital infrastructure, in KSP2 they all just feel like we're doing the things just to prove that we can do it.
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The Comprehensive Colony Communications Archive
Presto200 replied to The Space Peacock's topic in KSP2 Discussion
Yes thank you, this is the longest period since an update! -
I cannot find where I thought I heard that there would no longer be careers, maybe there will be down the line, colonies would definitely be a good time to add them, especially if it had differing functionality from careers in KSP1. Maybe @Nerdy_Mike or @Dakota could give some clarification if this is already public knowledge?
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It would be fun to see where different kerbals "homes" are as they travel between colonies as some will be "born" on different Celestial bodies, maybe later we can get little descriptors for each kerbal that shows which colony they are from whether that is "KSC" or "Colony 5 on Tylo". Anyways, I think the main concern of the original post is that there wont be specific Kerbals that are needed for different functions on missions, like how scientists, engineers, and pilots all did different things in KSP1
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The thing is we don't know if colonists means just Kerbals in the colony or if it has t do with actual careers. I think I remember something about the Developers wanting to move away from careers for Kerbals as to make it so you don't have to worry about who you're sending where. I will not speak to if I think this is a good idea or not because my experience in KSP1 was always just sandbox mode for my fun so I don't have experience to look back on. I will try to find where I heard the statement mentioned above
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I appreciate this quote! Yeah I get that it would be hard to quantify, I just was thinking that seeing a number of some sorts would feel good to the community and it would keep us from always asking "what is development even dong with all this time". I think the idea was that by the time a patch comes it normally has a couple dozen bug fixes or at least improvements in it, it would be satisfying to be able to get that satisfaction of knowing work is getting done especially in long hiatuses between patches. I'll be honest my most common place I go to give my opinions on things is the forums. I guess when writing these two out I forgot to mention that this would mostly be forum friendly suggestions. I like the forums better because the comments feel more permanent and I don't have to spend too long going through a bunch of other conversations to see what Devs have had to say, and also in about a week those conversations are so deep in the Discord they feel impossible to find. I guess what I'm getting at is I think more communication on forum threads would be beneficial. I appreciate the replies!
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I am going to start my comment with a question for the CMs and then I will go into my further suggestions My question to the CM comes from the conversations that @Nerdy_Mike was having in the discord, he was talking about the roadmap and how development will follow it and all milestones will be fulfilled. This is obviously great news long term as we will get all that was promised on that front. I also remember many instances where CMs have talked about the ideas of polls and wanting to them but not knowing how to go about doing them correctly. I think some polls that will work are ones about which things should come first, meaning that the "losing" side of the poll will still know they will get the content they voted for. Anyways, my question is would KSP2 ever consider making a poll for if Recourses should come before Interstellar? I ask this because there has been a good amount of people talk about their concerns about not having resources when colonies drop and then having to wait until after interstellar for this feature. @Dakota and @Nerdy_Mike, I would love an answer to this question so I know whether to keep voicing my concerns about this subject or if I should use my time more wisely on commenting on other aspects of the game. I understand that there are reasons that would make these decisions out of your control or if this just plain is impossible with the current development process. I would love clarification on this. Alrighty, now that that is out of the way, I'll give my ideas towards communications: (Note) I think the major thing that is frustrating the community is that we just don't know what is going at all, this both goes for colonies and the next patch. I understand there are powers that be that keep you from giving information about colonies very often, so I'm going to focus on communications patch-to-patch 1. I think a good idea could be a "next patch bugs squashed counter" (the name needs some work ) somewhere on the forums that updates each week. You wouldn't even need to put in a bunch of details about the bugs, just a range based on the current "dev-version" of the game that is being focused on to give an idea of progress in development to the community. You could put a disclaimer that the number can fluctuate upwards and downwards because of different "dev-versions" of the game being considered the focused version, or because some changes broke something and now you are fixing those things while keeping what the original change fixed (this is what I imagine is happening right now and why its taken a while longer for this patch). Anyways I think this would be good because then the community would have a constant feeling of progress as the weeks go on. 2. I think more engagement in the individual forums would be nice, not just when we ask but kinda closer to how the interactions on discord are. It would be nice to see everyday at least one thought given on a thread somewhere about something. It wouldn't always have to be serious stuff either, right now I am realizing a lot of the community gets a bit upset at the "joking" and more "fun-oriented" posts being made right now but that is more because they don't have much communications and want quality/qualitative posts when they happen. After getting over the hump, and when seeing CM posts are much more common, then the forums will feel more like a conversation with CMs than complaints to them constantly. Really just like once a day would be enough, even if half are joke/fun posts. 3. I think that suggestions or things that CMs cant talk about should not be met with radio silence, but instead with a "heard*" or a "there is no information we are able to give right now*". This would give us more communication and make it feel like we aren't just talking into the void hoping that something sticks. (the * would be to indicate that these communications are not a direct "this will be in the game" or a "this will not be in the game"). Anyways these are my thoughts on improvements to the current communications (as far as patch to patch goes). All of these suggestions/criticisms come from a place of respect and excitement for what is to come next both in the game and in the community.