almagnus1
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KSP2 Release Notes
Everything posted by almagnus1
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An update of sorts from your forum moderation team.
almagnus1 replied to Vanamonde's topic in Announcements
IMO Paradox would have been a FAR better publisher for KSP2 than T2 -
An update of sorts from your forum moderation team.
almagnus1 replied to Vanamonde's topic in Announcements
Might as well start a migration to the Steam forums for both KSP and KSP2 because that's the other major place for the community and that's not going to be going anywhere anytime soon. -
Release KSP2 Release Notes - Update v0.2.2.0
almagnus1 replied to Intercept Games's topic in KSP2 Dev Updates
At this point, the only hope is in the modded community to fix KSP2... but I don't think there's enough willpower there to do that. Shame Take2 completely screwed the pooch here and set the stage for the disaster that unfolded. -
So how many Kerbal property failures do you want to see?
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I mean, go look at the Steam reviews (FYI https://store.steampowered.com/app/954850/Kerbal_Space_Program_2/ ), and that shows where the community stands on KSP2. It's not about the money here, it's about the company showing good will and trying to win the community back. I dunno, everyone losing their jobs and having a project that's been torched on Steam is going to make finding another one rather rough for the former PD employees.
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Or what they could do is give everyone on the estores (like Steam) a giftable license to KSP1 as a thank you for their purchase. That's going to be an old game, and a far better one by comparison.
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My 2 copper... yes KSP2 is in a state of "run away from it and warn others not to buy it" doomed. Unless we hear something from Take 2, best thing we can do is flame it out of existence in the reviews. Great irony is that the ST is so bad that it makes the PT good by comparison. OT still the best, though - although Rogue 1 comes close.
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Sometimes (creatively) you absolutely need a break and need to do something else for a bit cause you need a fresh perspective, or alternatively, if you're completely burned out you need to get away from the source of the burnout for a bit so you're ready to keep going. Wanting to do something different for a bit can be attributed to either of those. In the case of HarvesteR, it was a mix of burnout, and wanting to actually be a game developer and not stuck on a single project for all eternity. In the case of a studio like Blizzard, what made it successful wasn't the sequels, but it was the ability for developers to be able to start simple tech demos and find the fun, which is how we ended up with almost all of the Blizzard games... before Kotick razed the studio.
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Squad (the company that he worked at initially) had outright told the entire staff that KSP was a one-of thing and they were not going to release another game again. If you want to be a game dev in that situation, you have only one choice, and that's what HarvesteR did, and if given enough time to build up the studio and raise capital, HarvesteR may have raised enough capital to get the license from Squad but Squad wanted out of the video game industry so... that's how we're in the mess we're in.
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What it needs aren't coders with comp sci degrees... but coders with aerospace engineering degrees (or the coders that have played a ton of KSP1).
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That confirms a lot of what I suspected happened... and also why I think KSP2 is dead at this point in time. We might get bug fixes, but I doubt Take2 is going to provide the resources to fulfill it's vision and I don't think they're going to attempt a No Man's Sky with KSP2. Here's to hoping Take2 applies what was learned (the hard way) with KSP2 and does a KSP3 right... but I doubt we'll see that within a decade, if ever.
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No, overstating how valuable qualifications are is the problem. Sometimes the best coders aren't the ones that have a degree, nor are they always the ones at the larger companies.
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Name five. That "better qualified" mindset is exactly how we ended up with a KSP2 that was too close to KSP1 and failed horribly.
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Or maybe I'm seeing the KSP franchise as completely dead after the KSP2 debacle and termination of Intercept Studios because Take Two has been so badly burned they probably aren't going to do anything else with it over the next decade (if ever again), and the only thing that KSP2 is going to receive from this point forward is maybe bug fixes... if we're lucky since there's likely only to be a skeleton crew that's going to be running the game and likely more community management staff than devs. That's not cloudy-eyed idealism... it's called being a realist and thinking outside the box because at this point, HarvesterR is a hail Mary at best... and if you know much about American football.....
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IIRC there were quite a few mods that allowed you to spawn stuff you built in the VAB in from orbit, especially some of the RoverDude mods. [snip] Truth.
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With how badly KSP2 has failed, I highly doubt we'll see TakeTwo try another KSP game within the next decade. I don't consider it a lost cause because someone else may want the franchise and buy it off of Take Two, but their going to be taking a massive write down because their meddling with the studios is a large part of the failure. I don't see that happening in the near future outside of some unrealistic pipedream.
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Armchair devs making wild claims about code quality mean nothing, especially when KSP1 is a stable thing on my system, and aside from graphical quality, is far superior to the cluster that is KSP2 in every meaningful way - especially when you're working with a modded KSP1.
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Not really knocking them, but acknowledging that whatever team was in place for KSP2... is now dust in the wind. Only team left that might have enough knowledge to right this ship is HarvesterRs team.
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Obvious question dodge is obvious.
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So have you done any dev work on mods before, or any dev work in general?
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As it stands right now, with the complete and total disaster that KSP2 is, the KSP IP is so severely crippled that it's likely Take-Two will never try to do anything with it ever again. The single best thing Take-Two can do is get the IP over to HarversterR's company and let them take over the mess that is KSP2 and (hopefully) fix it. I don't see another way forward for KSP2 because losing everyone that has worked on it is going to doom KSP2 to being this really bad remake/sequel to an amazing game.
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RIP Kerbal Space Program 2: It's Maybe Over?
almagnus1 replied to AtomicTech's topic in KSP2 Discussion
I wonder if we can request a refund on KSP2 or if we're all stuck with the purchase... Cause without at least Colonies in the game... the experience is so far below what KSP1 can do, it really just needs HarvestR back to fix this mess. -
So giving KSP2 another go again after a lot of bug fixes, and it's in a MUCH better place than it was at launch. Kudos to the dev team for kicking ass and killing bugs! However, the maneuver node system (specifically when trying to get to another moon or planet) really leaves a lot to be desired. For starters, it needs to have the option for better fine adjustment where I can enter values instead of clicking and dragging parts of the UI. In other words, you need to bring in the KSP1 UI elements for the AN and DN of the current target on the trajectory ring along with basically integrating Maneuver Node Controller (see link) into the game. KSP2 is in a much better state, but it can be better. When KSP2 is feature complete, it should be a total nobrainer to play this over KSP1 because KSP2 should become a superset of everything KSP1 is - and this is one of those features that will greatly help KSP2 get there.
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Something that may help all of us are a new type of procedural wing that is made up of segments, and each segment has the following optional features: Fuel tank Control surface Air brake Leading and trailing edge flaps Each segment would be locked so the root of one segment perfectly matches the tip of the next, allowing you to basically shape the wing (and how it's angled) as you see fit. Each segment would also have a connection angle, which would allow for easier complex wing designs. So, what aspiring dev is up for a challenge?
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Procedural Wings
almagnus1 replied to Infinite Aerospace's topic in KSP2 Suggestions and Development Discussion
From what I understand of them, they fundamentally change the cross section of the wing so that it performs better at lower speeds (like takeoff and landing). Granted, I'm an armchair engineer so there's probably someone else here that can correct me if I'm wrong. It's one of those things that you read and go "why hasn't this been modded into KSP1 and talked about since then?" because it's just such a fundamental concept that so perfectly mimics the real world that I'm surprised it hasn't been implemented long before now. I do that with putting many procedural wings together - which also allows me to sort of mimic a bit of a curve to the wing which can help give it a more graceful dihedral to the wing because you're giving it a slight curve. If we're going to go fully procedural on the wings, maybe it would make more sense to just have a bunch of segments for each wing, and then chain them (so the root of one wing is on the tip of the other and the connecting surfaces are always the same size). That actually would be enough of a description to do a mod request actually....