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KSP2 Release Notes
Everything posted by Kerbart
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Keeping one or two previous versions on hand is standard procedure for me, and most people here, anyway. If only because you don't want to break an existing save and some mods take longer than others to be updated. So yes, having an older version at hand wouldn't hurt and is certainly good practice. But microtransactions? They're not a magical money maker you can retroactively add to a game. The game model isn't designed for it. The platform (PC) isn't designed for it (Android/iOS is but KSP doesn't even run on it, let alone that it'd be the prime platform). It will decimate the user base, killing the far more obvious cash cow: DLC. If Take Two had a history of adding microtransactions to every game, or even most, I'd agree with you. But they don't have that many games that have them, even brand new games that could have been designed from the ground up with microtransactions in mind. That tells you that microtransactions are not that popular on PC games and that it's extremely unlikely that Take Two would jeopardize their investment in KSP by implementing something they rarely ever implement in their games in the first place.
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Pray tell, what are all the Take Two games that have micro transactions? Because I'm not convinced they force them in every game. Players hate them, after all, and that's the ones that provide revenue. Microtransactions are exceptionally popular on smartphone/tablet game that are downloaded for free. KSP isn't a smartphone/tablet game though; nor is the initial game free.
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They're the little green dudes you put in your spacecraft. You'll see them when you EVA them. Kerbal Train Simulator, Kerbal Kombat Ships, Kerbal Kar Racing. The Kerbals (just Kerbals living their lives. It sounds lame but I'm sure you can turn it into a successful game), and the list goes on. That's what's really meant with "buying it for the Kerbals."
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That's a contradiction. If they are interested in profits they will listen to the community. That's where the money is, after all. And before you consider profits evil—do you think KSP would have gotten to its current state if it was loss giving? That it's been developed out of pure altruism for the community? To be honest I'm more comfortable with ownership by a company that as a business has "games" than in ownership by a marketing company whose owners stated that they're considering re-investing the profits not in the game, but rather in high-stake gambling ventures like producing a movie.
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But for $5 you can buy some fresh dilithium crystals!
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1) Business tend to quantify decisions based on data, not on numbers pulled out of where the sun don't shine, if possible. 2) The potential revenue stream from DLC can be projected within reasonable boundaries based on sales figures 3) Revenue from micro-transactions is totally unpredictable as it is alien (no pun intended) withing the KSP gaming culture 4) Whatever micro-transactions would unlock, there's a good chance it can be circumvented by mods. To counter that, mods will be restricted in some way (either by TT "signing off" on them, limiting the API, etc. obviously this will severly reduce the attractiveness of the game. All in all, micro transactions would be an incredible shortsighted revenue maker. TT publishes excellent games without micropayments, why would they introduce it to KSP and jeopardize the revenue stream of their investment? Spinoffs might have micropayments, but I doubt KSP will have them. It doesn't make sense. Contrary to popular believe, CEO's and decision makers are not out to buy the rights to a game for the only goal of ruining it. Surely money will have to be made and the logical way to do that for KSP is to develop DLC and charge for it. And that's a win for everyone; if you expect DLC expansions to be free you can expect very few of them, regardless of TT taking over KSP; developers need to get paid. TT will get the most money out of KSP DLC if they sell a lot of them and that will only happen if it's high quality. I don't have a problem with high quality DLC.
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Felipe had the dream of building a game, not Squad. So it's not a surprise squad's owners are looking to "cash in," and I can't blame them for that either. With that in mind, the first question is: should the game have been picked up by a small independent publisher who can't act on the global level KSP (multi lingo) needs to be now? Perhaps it can, but are they willing to make that investment? The second question, if not TKe Two, who should it have been? Electronics Arts? Zynga? Sony? Would that be preferred? TT invested big (I have to assume), they're not going to destroy their property by shortsighted micropayments or subscription models. I do expect a lot more DLC and that will only continue to sell if it's good. I don't think it's a bad thing.
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You have that right now. So how is TT ruining that?
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Explain to me how the current game will be "ruined." Will TT delete it from my hard disk? Will GTA content suddenly show up on Duna? You may have some romantic idea on what KSP development should be, in your mind, and that image is ruined. I'm sorry for your loss. But nowhere have I found any shred of even a suggestion that TT is going to take the current game and morph it into something completely else. So how the game would be ruined is beyond me.
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Came here for "omg the world is going to end" posts. Left not disappointed.
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To be really pedantic, third world problems are things like access to clean water, having electricity and whatnot. This would be more of a first world problem. Aside from that, yeah, great suggestion, especially for the popular mission reports!
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Kerbal Space Program update 1.3 Grand Discussion thread.
Kerbart replied to UomoCapra's topic in KSP1 Discussion
I never liked the “original promise” from Squad (We won't charge for any updates ever) which, despite current weaseling, could not possibly be interpreted as “except for DLC” because it meant that the funding for KSP would be limited and thus development would be limited. And while a bit uncool that they're backtracking from this promise, it’s understandable from a business perspective, and I don’t think it’s a big deal. Let's assume that you paid the full price, $40, for the game. That means you've been playing the game for less than a nickel (5 cents) per hour. That's an incredible value. “But it was not in a finished state.” Well, apparently, it’s been in a state good enough to play it for 1,000 hours... I’d rather have Squad backtracking on an unrealistic promise (“pay $10 for the game and we won’t charge you for any future upgrades, ever”) than hearing that “development is no longer sustainable. It was a good ride. Take care, y’all” And out of all the prolonged-income models, DLC is far from the worst. Because the DLC will only keep on selling if it's worth it. That's much better than a subscription model or in-game micro payments where you have to pay, per save of course, for unlocking planets or science. So yes, let’s look forward for more DLC's, and continued KSP development.- 465 replies
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Kerbal Space Program update 1.3 Grand Discussion thread.
Kerbart replied to UomoCapra's topic in KSP1 Discussion
Business as usual. Not the first time, not the last time. Most of us have developed something over time to mitigate the effects. For one, never play straight from your Steam install (if you have Steam); always work off a spare copy. I just deleted my 1.1 copy as I haven't touched it anymore. I also have a Python script that copies the Steam files over to my (now) 1.3 install so I don't have to copy over my mods and reset my personal settings when an update for 1.3 comes out Yes, developers abandoning their mods. They develop them voluntarily, in their free time. For us. And then they get harassed when they don't release an update within 24h after a new KSP version appears. One of the reasons I try to limit my dependency to mods as much as possible, and that I tend to stay away from part mods. It's also a reason why I don't like the "there's a mod for that" attitude and think that certain mods should become part of the game!- 465 replies
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Why are people turning aerobrakes the wrong way?
Kerbart replied to Sokar408's topic in KSP1 Discussion
It's a closed system. Yes, you need to provide torque to keep them rotating. But that torque gets absorbed by friction, which introduces the same amount of torque, but in the opposite direction, to the system; the two cancel each other out. It's the starting/stopping that requires countering, but you can use RCS for that, as that's only a short amount of time (unless you start/stop your rings all the time). This is why on the ISS the solar panels track the sun 24/7, even on the night side--it's easier for the station to let them turn continuously then to start/stop them every orbit, because that does introduce torque to the system. But keeping them rotating in a constant fashion doesn't, as stated earlier. -
Why are people turning aerobrakes the wrong way?
Kerbart replied to Sokar408's topic in KSP1 Discussion
Best is not to worry about it. There's no wrong or right way to play the game, and when you start fretting over people doing things “wrong,” well, KSP is the right place to be! You'll see all kinds of things people get wrong, like counter-rotating rings on ships (if you understand mechanics you'll understand why a rotating ring doesn't require a counter rotating part), or for instance mounting a 10m heatshield to the tip of a Mk-I cockpit and expect it to stay in place by using a few struts. As if that would be the right way of mounting it in reality! I don't have a picture of it at hand, but I'm sure you know what I mean. People make the ships the way they like it, and hey, it works in the game. So why not? -
For the future, copy the ksp folder from steam, paste it somewhere (even "documents" will work) and play it from there. This inocculates your modded install from steam updates. When a new version arrives, repeat the process so you can copy over the mods to see what works, what doesn't, and make an informed decision on what version to play without losing anything.
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Kerbal Space Program update 1.3 Grand Discussion thread.
Kerbart replied to UomoCapra's topic in KSP1 Discussion
An 8 year old Chinese girl can have dreams. She needs to learn English first, for her to be encouraged in pursuing those dreams?- 465 replies
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Kerbal Space Program update 1.3 Grand Discussion thread.
Kerbart replied to UomoCapra's topic in KSP1 Discussion
I think that's common throughout all languages. A translated version is torture if you have the ability to experience something in the language it was written in. That goes for movies, books and computer games as well. But for those that can't... I see KSP as a fantastic motivator for children to get excited about science and engineering. This removes a barrier for younger players, especially when their native language is far removed from English.- 465 replies
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Kerbal Space Program update 1.3 Grand Discussion thread.
Kerbart replied to UomoCapra's topic in KSP1 Discussion
Many bugs were fixed. For a long time, the community has asked "don't add features, just fix bugs," and Squad has finally delivered on that.- 465 replies
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The complication is that, yes, this might take a lot of time to get it done right, and wanting it now is justifiably unreasonable. But, but, but... SQUAD already took the money from those players!! That changes a lot, as players might have decided to forego on (legal) action based on the promise that something will be there early 2017. Without a refund it is totally understandable that console players have an "unreasonable" lack of patience. And while Squad may not have desired a shoddy port, about everyone had question marks about the choice of FTE, either from (personal) experience or Googling them. It is true that Squad had little control over the work delivered by FTE but they were the ones who picked them and one cannot help but think "told you so."
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Maybe where you live, but not in 99% of the countries of the world. Oh well. I prefer Blimpies, by the way. The ingredients seem fresher, they don't skimp on hiw much they put on sandwich, and they don't think there's only 11" in a foot.
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A controller based on a feedback input signal. PID stands for Proportional, Integral, Derivative -- the three ways the controller can process input data. For instance, you could control velocity of a car by comparing your actual velocity (using it as an input feed) against a target velocity and adjust throttle proportionally to how far you're over or under the target velocity. Or, you could control your velocity by measuring the distance to a control point and adjust throttle proportionally to how that distance changes over time (derivative) Similar you could integrate your measurements over time and use that as your input signal. Integrating and deriving "on the fly" may sound horribly complicated but it's actually something that is fairly easy to do (with reasonable accuracy) with analog circuits; PID controllers have been built for over a century and are fairly well understood as a means to control dynamic processes. The SAS units are PID controlled for instance.
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Ah, so it's Kerbalstuff?