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chefsbrian

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Everything posted by chefsbrian

  1. Apologies, it was too aggressive. But mentioning refunds as some sort of action to be taken doesn't achieve anything, especially when its well beyond any possibility. Its not constructive, productive, or addressing any of the other issues at hand, so it appears dismissive, right. And seeming to dismiss criticisms by saying "Get a Refund" comes across as a passive aggressive way to tell people "Here's the door". That's not how it ever has to be. The fact that EA has been abused so badly to the point that people think the prior mishandlings of it somehow justifies telling people that this is how it should be doesn't make it any better. I've been playing update cycle games since before the term Early Access was even coined to widely describe the concept. And even back then, it was well understood that there was a line between "Features" in the larger scope of the things the game would achieve, and "Functionality" in so far as the things you can touch working correctly. At some point, through various bizarre blends of mistakes and human justification behaviors, the idea that "Features were coming but Functionality would work" became "Functionality is coming". An early access shooter where you only got two guns is just a mediocre shooter, but you can enjoy those guns. An early access shooter with two guns that don't shoot straight 80% of the time is just a broken game, and the EA label doesn't make it less broken. If features are the muscle and bone of the game, functionality is the nervous system - don't matter how strong n sturdy the rest is if you can't signal it. But we've seemingly lost the wider consumer expectation for that, where mere functionality is seen as a bonus. And now we're at the point that the EA label is used to somehow justify a game, a literal entertainment product, not being entertaining due to significant material defects in the aspects that are available. I'm not ragging at you personally for using this line by the way, lots of people do, it just really bothers me to see how far things have gone bad in the whole industry for this to be a line that even gets repeated in anything other that articles from the Onion. I've been in the 'sausage factory', I compete in Game Jams as a hobby and have been involved in much larger software projects of all stripes, and I can assure you there's no good reason for the consumers as a whole to have shifted from the basic expectation of "The thing I got works". Making games is hard. But that's not the consumers problem, and they most certainly shouldn't be expected to pay up anyway when mistakes are made. For what its worth, Bethesda gets way too much slack on this too. The whole Features vs Functionality thing has been a growing problem in all games for a while now, and 76 showed how the line they walked of avoiding true gamebreakers was more luck than divine will.
  2. Is it really necessary to be so passive aggressive with "Well why don't you just take your ball and get out of here then"? At no point did I say I want my money back, just that I want to actually be able to play what I've paid for. There's a difference between "I've seen all the game has to offer at this time so I'm going to put it down" and "The game doesn't work so I have to put it down", and KSP2 is very much the latter.
  3. I'll admit, I've more or less given up on the project entirely. I was among the crowd expecting a rough launch, but rapid improvement. I was expecting Science and some basic level of stability before 2023 was out - Not perfect feature parity or even specifically science being fully completed, but most of it there and mostly working as intended. I was prepared for regular save eating bugs, quirks, parts that got cut from X update last minute because they more or less just didn't work, etc. Reaching science parity with the old game should have been 'easier'. Not easy explicitly, but it was already a reasonably well mapped design space, both technologically and conceptually. Between KSP1 and the slew of mods, there's a good amount of info about what does and doesn't work, what kind of problems are fun to solve, and other such things that are more than enough to build a playable science iteration. The successor roadmap items are a much bigger question mark, and I expected the update cycle to slow for a while afterwards into 2024 just due to the complexity of crafting such systems from more or less scratch. To summarize, I expected a chaotic, fast EA experience up to science feature parity with KSP1, and then a pullback and some stabilizing and quiet while the game moved onto the feature net new roadmap items. What I wasn't expecting was to have the game half a year after release still struggling with fundamental bugs, still lacking heat (Its not explicitly a big deal, but the fact it was stated as 'shortly after' release just highlights how things went wrong) and still being very unreliable mechanically. I don't have much interest in investing time into a long mission when the games just gonna treat my ships construction as a suggestion, and my orbit as something that it can fidget with and change at a whim. Now all this isn't to say that the game can't come back, or that my giving up has me never touching it again if it improves in the future. Games have been resurrected before. The problem is that as the people who give up and step outta the EA community grows, the quality of your feedback declines. More of your remaining player base becomes the diehard fans that will eat glass to push through on completing a mission. That willingness to push through the bad times can mask a lot of problems - The existing players get calloused to pain points, you don't hear about them much as a developer, and then you don't give them much attention as it doesn't seem to be as big of an issue. Long term, this turns into a development cycle that masks problems rather than facing them, because the wider audience just left and stopped complaining about those problems. Squeaky wheel and all that jazz. Maybe I'll be proven wrong with a Christmas surprise, but I doubt it at this point. And Starfield shortly, should help scratch a bit of that space exploration itch. Remnant 2's been waiting for me to stop being salty about the labyrinth boss and pick it back up. And even in the Indie space, Terra Invicta's been running a decent if slow patch cycle, but the game more or less launched finished anyway. But I didn't give KSP2 Seventy of my Canadian Rubles so I could go buy some other games to play instead. They're getting measured against their peers large and small, who faced the same tribulations of game development, publishers and the weirdness of the last five years, and provided much better game outcomes at the end. I think all it'd take is a single, out of the ballpark patch or roadmap item. If the team suddenly pulls a "We fixed all the various mission killing bugs" patch outta their rears, or if they suddenly slam down a really well built, interesting and reasonably stable Science update, the energy of the community would probably turn around fast. Folks love underdog comeback stories, lots of abandoners would hear about it and swing back by, and it could arrest the spiral that's going on right now.
  4. Where have I seen your name before....

  5. Its probably trying to load the atmosphere effects, hence the blue. If your coming in that fast, it probably doesn't have time to even render fully.
  6. Nasty version of the warp kraken maybe? It likes to rip out engines and little things, but with a lack of more frustrating targets, it could have just decided to eat some random joints instead. as for the shutters taking off a docking port, did you use any part clipping per chance?
  7. Well, assuming that all sections of the ring had reaction wheels, it would depend on how KSP decided to handle rolling, whether it gunned all wheels up to full force, or if the ones on the pivot axis watched how much force they pushed. Either way, the likely reaction would be the ring bowing, and if that didn't snap it in half the difference in orbit speed and direction (and possibly altitude, depends how far you got it to bow) with the bent pieces would rapidly disintegrate the whole assembly.
  8. Well that's because KSP isn't equipped to dispense lunches, unfortunately. Terrible oversight that I hope the dev's look into shortly, so that my missions can continue unperturbed by a rumbling stomach But in all seriousness, try making a post in the Bug's and support section, and be sure to read this http://forum.kerbalspaceprogram.com/showthread.php/24543-NEED-SUPPORT-Read-this-before-posting which is stickied at the top of the forum, to make sure your providing enough information.
  9. I'm surprised nobody pointed this out, but even IF you could get a ring into orbit and the physics engine didn't choke up and die, the whole thing would die if you tab away or time accelerate. Rotational is lost when things go on rails (How the nose of your orbiters will not stay level with the horizon) and depending on how KSP calculates its center of mass and motion, the entire thing would likely tear itself apart at the seams when it attempts to resume its position, because if the pieces lost the rotational force keeping the ring shaped like, well, a ring, the best result would be that one of the ends pops open, the worst result being each piece attempts to start back up and collides with its neighbor, dropping most of the ring, if not all into the planet, and possibly shooting out a small segment or fragments into deep space, depending on how the whole thing was simulated. (not to mention the MASSIVE floating errors that would provide a massive feast to the kraken)
  10. 205: Capsule escape systems are locked from the outside
  11. 190: Failed docking attempts become Successful Firework displays 191: The only evidence of Civilization is ancient ruins on the opposite side of the planet 192: The Structural yield points of all our materials coincide with their point of maximum explosive potention 192b: The same applies to our crews
  12. All you have to do is put everything from the parts folder in the download, into the parts folder for the game, and the same for the plugin data. Keep in mind, that since its plugin powered, it will not work with the free version of the game.
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