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BmB

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Everything posted by BmB

  1. Documentation falsely claims that maxCrew = 0 is a valid and supported value for the HasCrew parameter, which is given an automatic label "Crew: Unmanned". However an error is thrown if this is attempted. EXCEPTION: Must be greater than or equal to 1
  2. The roadmap was long. But honestly if science mode the way it is now is simply polished up to a playable state then it would already be a good game. And by all accounts colonization was nearly finished, I'm not sure how much of that code exists in the shipped game, but if that's really the case then it shouldn't be too out there to restore that to functionality either.
  3. Redux is not doomed, the unity version KSP2 runs on is a perfectly fine engine, all the critical game code is managed which can be modded nearly as far as you like with some effort. The real question is one of content, as matching the level of quality in KSP2 is a lot more work than that in KSP1.
  4. Why do you insist on acting dumb? Clearly I am talking about the design, and not the unfinished state of the implementation.
  5. I would like to know this also. Editing individual fields is extremely confusing and inconvenient compared to just writing out one complete tree in a single file. I would like to be a "well behaved" modder and use non-destructive editing if I can, but if it is not as easy as just replacing the file outright then the tool is a hindrance and not a help.
  6. Very little. The design is pretty much exactly right. The only thing it needed was bugfixes and more missions. It seems likely that the science payouts were so high due to a lack of missions.
  7. This no longer works, the default tech tree does not get unloaded so it's just a mess of overlapping nodes. It seems LGG was investigating this issue but never reached a solution.
  8. There is one particular chirp which is extremely high pitched and hurts my ears. However, I have no interest in muting the birds since leaving KSC in death silence just makes the game feel like even more of an unfinished pre-alpha than it already does. It would be best if the ambient sound could simply be replaced with something nicer.
  9. This mod looks great, however there is one major issue with it. The engine glow effect turns off completely below 50% throttle, which looks really bad with waterfall. Stock engines light up as soon as any throttle is applied.
  10. Honestly it would be great if there were dawn and dusk also, it's still rather strange and jarring to go from late evening to either broad daylight or pitch black midnight.
  11. It seems this mod has been completely deleted. Is there any other way to restore the countdown? I quite liked it.
  12. It has taken a year to release the first substantial update, this is obviously not okay. If it takes a year for each item on the roadmap it might literally not be done by the year 2030. But the update is pretty good, the tech tree is well designed, the missions are fun enough, and it's good to have some sensible structure to the gameplay for the first time since 2013. However the game is just too buggy, it has been buggy for a year with little to no sign of improvement, urgency, or caring. So I'll make a list of the biggest gripes I have right now which is keeping the game from being fun or playable. The parachutes, why do they not deploy? I had to do a descent 5 times just now simply to get the parachutes to deploy. The stages, why do they not respond? I often press space and nothing happens. I had a stage of sepratrons which I was going to use in case of parachute failure, of course you have to fire them at just the right moment, and if the stage does not go off, then you can imagine what happens. Even a backup using a totally different game system is non-functional. This most critical mechanic being unresponsive and unpredictable makes the game simply awful to play. Staging needs to happen consistently and immediately, without any uncertainty or doubt. The VAB, after using it for some time it will just start to bug out, maybe you can recover it by reloading or maybe you'll have to start a whole new campaign (which with this update just became unacceptable.) you just don't know. You can sometimes not rearrange or edit stages, you can sometimes not move parts, you can sometimes not set the launch assembly. The delta-v calculator is all over the place, it's nice to have a built in dV reference, but it is totally useless if you cannot see what your dV actually is. Sometimes it is stuck at 0 and will not update until you rebuild the entire rocket. The stage dV disagrees with the assembly dV, which is correct? Sometimes removing and adding the same part in the same place will give different dV readings, at that point not having it would be less confusing. The save system, just why? I don't understand the point of having a different name for the "workspace" and the craft, that is just confusing, as far as I can tell they should always be the same name. And your list gets polluted with random autosaves that delete the description. There was nothing wrong with how saving craft worked in KSP1. Building a rocket and pressing "launch" DOES NOT SAVE THE ROCKET. If you do not remember to manually save before launching, YOUR BUILD IS DELETED. What the actual love? In KSP1 you would always get your last build back whenever you went into the VAB unless you specifically pressed "load" or "new". This is just a blatant disregard for the users critical data. If you're lucky an autosave might have happened in the last 10 minutes but it does not save the final state of the craft, so good luck with that. Why is there no interstage fairing? You can't make apollo. Switching the launch assembly loves up your staging, each assembly should really have it's own set of stages. Autostaging in general is terrible. In KSP1 pressing the reset button you could generally expect a reasonable result as long as you weren't being too clever in your build. Here you HAVE to adjust staging every time you make a change because the default staging is so bad and obviously wrong, main engines at the bottom of the rocket will appear at the top of the staging list, endless empty stages get created. All in all building is a horrible nightmare due to all these issues. The "landed" bug after taking off with a lander and being unable to see your trajectory in the map has been there from the start. Between the light bug where you can't turn on lights and the lack of helmet lamps on kerbals means night time or even landing in a crater in shadow is a no-go. Everything being "default-name-2734" and having the capsule icon means I have no idea what anything is. As soon as you detach or dock something like a lander it loses its name, and everything has the same icon. It's easy to get lost. Again this was not a problem in KSP1, with auto-naming and icons being mostly sensible and only rarely you had to manually fix it. You can't even change the icon in KSP2. I can only describe this as a state that makes you feel that"nothing works". I fear I'll have to wait another year or more for things to improve. And releasing a major early access update just before the holidays knowing full well it may have issues is such a genius move, making any kind of rapid response to a buggy update impossible.
  13. If the game was stable enough, there's loads of things you could give feedback on, like the new UI, the new parts, the music, the tutorials etc. But you can't, because none of it works. KSP2 has no modding support, which is worrying. The mods you see now are done using hacks originally developed for japanese porn games. KSP1 had asset loading, plugins and data driven config files almost from the start.
  14. I will say I'm fine with it being just sandbox mode with a limited selection of parts right now, it's the game breaking bugs that are the issue.
  15. Once again, Steam Early Access means a finished product.
  16. By releasing in Steam Early Access for 50€ it did make that claim, it's implicit to the platform. [snip]
  17. Early Access is, once again, NO EXCUSE. Early Access games must still be working games. If this was a closed alpha I'd say whatever. But this is a finished product that costs 50€. Stop using that excrementsty excuse. So it was recalled. On Steam, Batman Arkham Knight was recalled, and that was way more functional than this is.
  18. Yet good companies do push out hotfixes for critical issues within sometimes a few hours or days.
  19. The VAB does not work, it often breaks. Many times your flights will be destroyed by bugs, sometimes you can't launch, sometimes you can't save or load. And yes, there are crashes. The game is basically non-functional.
  20. Exactly, I didn't pre-purchase fixes in 2 weeks, I purchased the game now, the game must work now. Fixes HAVE to be released now. [snip]
  21. They can only improve the game, it's that bad. If they have the fixes listed in the OP, then they can be released. As we've already discussed over and over, EA is not an excuse, there are guidelines and rules for the quality that an EA product should meet, it is still a finished release.
  22. We didn't pay for it years ago, we paid for it now. That leaves an obligation on the part of the developer. Cyberpunk 2077 was recalled, this is honestly no better. They need to release fixes ASAP.
  23. You keep acting as if it's guaranteed to blow up the game rather than a small risk, a risk that is insignificant next to how broken the game is right now. The worst that can happen is it's broken in a slightly different way. If they don't release anything the worst that can happen is it stays this broken, which I might remind you is very bad. Not my job to care, it's his job to fix his product. They're not your friends, just because he makes a puppy face on camera doesn't earn him anything. Maybe if he isn't capable of getting this under control he should be axed.
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