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  1. YEAR 3, DAY 292 - FIRST LIBRA ORBIT SPACE TOURIST REVEALED! Kerbalsaurus Kerman (Left), Felix Kerman (Middle), and @fulgur Kerman (Right) After a long time of consideration, the first tourist to ride in Jeb's Junkyard's Libra Orbit has been decided! And who's the lucky (and rich) Kerbal? Why, it's Felix Kerman of course! The world famous daredevil! He's proposed an idea: a jump into Kerbin's atmosphere from orbit. At first this idea was dismissed as crazy talk. No space suit can survive such conditions. That was, until a new design was proposed. It's cheap, but could work. By strapping parachutes and stainless-steel beams onto a massive heatshield, our engineers were able to create the world's very first open-air spacecraft! This spacecraft is like no other, and very dangerous, but Felix has said he's up for the challenge. Going up with him will be his coach and trainer, who sadly couldn't make it to this press conference. Congratulations to Felix and @fulgur Kerman for their contributions to Beyond and Kerbalkind!
  2. The fact that development started in 2017 does not mean that large parts of the game were not scrapped at one point. I don’t think it’s a scapegoat- I think it constitutes mismanagement and also dishonesty when they didn’t come out and talk about it and continued to promise that the full game was temporally close. Personally, I’m maliciously spreading misinformation.
  3. Which is a feat still undefeated by KSP2. At the "best" time we'd get an upnate that told us they couldn't tell us the date, and then a communication from Dakota that the patch was near, and then it was just bugfixes and nothing more. The last proper devblog was July 21 (83 days) , about the heat system. The last "dev chat" was 12 days ago (after being delayed from a release statement in August, from which another video is still missing). The last "upnate" was June 30 (104 days). Now, you could argue that the dev chat would obviously stand as the latest communication, but I'm sure you'd quickly be reminded that not only did it state nothing about the game but it was also nothing about what could be coming to the game, considering it was only theoretical talk about an internal tool to maybe let them try some solutions. One can call people naysayers, haters, meltdown havers, and whatever else, but I once again invite you and everyone to take a snoop outside these forums (and much more the discord), and actually get a taste at what differing opinions look like. It's way too easy to call people toxic and cower under the blanket thinking everyone else is the problem. Here you go, have an album.
  4. YEAR 3, DAY #̷̛̛̝̮͕̙͍͈͇͎̫̝̈́̆̍̅̂́͆̑̏̓̊́̉̊̾̾̂͌͘̚̕͜͠͠%̶̛̝̺̩̱͓͍͌̑͆́̽́̐̊͋̋̆̓̏̐̀̀́̈́͂̋͌͐̅̕͘@̷̢̧̤̯͍͉͚͖̱̟̣̩̝͓͕͓͖̹̤͚̠͕́͛̋̇́̀́̉́̽̿̽̉͐̑̎͗̍̈́̋̾͂̕͝͝ͅͅͅ#̵̡̺͂̃̔̈͝͝ - THE SECRET SPACE PROGRAM In the middle of the Desert, crews have been working tirelessly to make a spacecraft capable of lifting our crew up to the Mun. We need to see what's going on there. A mysterious bunch of lights has just been sitting still. The crew have been carefully selected (since they're our only crew). The goal of the mission is to plant a flag on the mysterious object, collect samples, and then bring them back to Kerbin. I will not talk for the rest of the mission, given the nature of what happened. I'll just use the verbal logs. CREW VERBAL LOG [REDACTED] KERMAN: [REDACTED], skies are empty. You are clear for liftoff. JOEMON KERMAN: Roger that. JOEMON KERMAN: Woah! Alright, mission control. Starting roll procedure. [REDACTED] KERMAN: Copy, roll program. [REDACTED] KERMAN: Alright [REDACTED], you're go for stage separation. ANFIELD KERMAN: Copy that, go for stage sep. [REDACTED] KERMAN: Alright, [REDACTED], you're in a stable parking orbit. In T- 20 minutes, you'll be go for TMI. TIM C. KERMAN: Copy that, [REDACTED]. Readying engine. JOEMON KERMAN: Alright, mission control, TMI burn successful. See you at the Mun [REDACTED] KERMAN: Copy that, [REDACTED]. See you at the Mun. *** [REDACTED] KERMAN: Good morning, [REDACTED]! How'd your trip go? JOEMON KERMAN: We are good. mission control. Waiting for the go for landing. ... [REDACTED] KERMAN: Your go, [REDACTED]. *** ANFIELD KERMAN: Alright, mission control. We are well on are way to intercept the object. [REDACTED] KERMAN: Copy. 9km altitude, in counting. TIM C. KERMAN: 45m from the surface. Continuing engine puffs... Contact! TIM C. KERMAN: I don't see anything, did we come here for nothing? JOEMON KERMAN: Look up, Tim. TIM C. KERMAN: Oh. I see it now! ANFIELD KERMAN: Okay, so are we not going to talk about WHAT THE HELL IT IS? [REDACTED] KERMAN: A- alright, [REDACTED]. You're g-go for EVA. ANFIELD KERMAN: Breakin' up a little there, mission control. TIM C. KERMAN: Alright, mission control. I'm on top of the structure... preparing the flag. TIM C. KERMAN: Alright, mission --ntrol. I'm ----bing ---- do--. [REDACTED] KERMAN: [REDACTED]? [REDACTED], we're losing contact. TRANSMISSION ENDED 1 minute later, [REDACTED] started transmitting to mission control again. Pictures from the lander show the crew are gone. Just entirely gone, with no trace. What happened? Many thoughts fly through mission control's heads. Everyone at once looks at each other, an realizes: this is no structure. What they're looking at is a full on portal. We need to dig deeper...
  5. Players do not allow full releases to be released in poor quality. This is allowed by the developers and publisher. Players can only criticize the game on the Internet and make a refund. And regarding KSP2, we must take into account the previous history of delays; for many years there was no talk of any early access.
  6. T2 is the biggest publisher in gaming, and have clearly noticed that if the concept works, it can bring in big money. Again, SQUAD managed to sell 5 million copies of the previous game with a budget that didn't even reach 6 digits. I'm positive that level of investment vs returns is exactly why T2 would allow them to delay the game 3 individual times, and to re-fund an entire year of hiring and shuffling employees around (that stuff is expensive, plus it wasted an extra year). Do you really think they'd do that for any other game? They themselves have kicked people out for failing to produce games, and put a lock on those projects. In that aspect alone, KSP2 is pretty much the one single exception in the whole gaming industry, and anyone other concept would've probably gotten the boot. I don't need Nate to tell me they're funded, it is really obvious they are funded because they potentially have a golden egg goose in their hands. Now, I'm sure there's a limit to the patience and funds T2 is willing to give PD (which is probably why they kept branching to publishing other projects and KSP2 is no longer their main thing). I'm sure we'd all love to talk about concrete stuff, but we haven't been given concrete stuff in a while. If you dare check outside the forums, nobody shares this view. The most popular opinion about the game literally anywhere but here and the discord is that the game is dead, or on a skeleton crew, or that the devs smashed and grabbed and are doing something else.
  7. No more talk of darkness, forget these wide-eyed fears. I'm here, nothing can harm you, my words will warm and calm you. Let me be your freedom, let daylight dry your tears - I'm here, with you, beside you, to guard you and to guide you.
  8. Well, this game violates Steam rules of early acces, rule number 2, 4, 5 and 6. I requested a refund and i think most of the people should. We are not here to fund development, and it clearly says game has to be playable. Rule 2. Do not make specific promises about future events. As i see, multiplayer was promised, i think we are not getting it. Also we didn't get bug fixes we should to be able to play the game. Rule 4. Don't overcharge Steam customers. If 50$ is not overcharging, i do not know what it is. Rule 5. Make sure you set expectations properly everywhere you talk about your game. I don't have to spend words on this Rule 6. Don't launch in Early Access without a playable game. This neither needs explanation.
  9. ANNOUNCE Release 2.4.7.4 is available for downloading, with the following changes: A serious regression was detected on 2.4.7.3. The code intended to fix Issue 307 triggered Yet Another Bug on Editor™, and had to be removed. This, unfortunately, resurrects #307. Closes Issues: #314 The Editor is screwing with me again when scaling Parts with PartModuleVariant ReOpen Issues: #307 Attachment Points are not being scaled (or being reset) after changing the Variant A SERIOUS REGRESSION were (finally) diagnosed. The fix for the Issue 307 ended up triggering a new bug on Editor (or an old bug in disguise), what lead into the problem reported on Issue 314. Exactly "how" this happens is (hopefully) diagnosed, "why" I will never know and "when" is currently work in progress - the aim for the next TweakScale release is to close again #307, but without screwing anything else this time. Until there, please select your Variant before scaling the part, what's exactly what you had to do before 2.4.7.3 anyway. I'm not happy with the time I took to finally understand the problem, but I least I could issue a fix in less than 2 hours after detecting it. My apologies for the borkage on the wild - but Real Life™ and Day Job© sometimes conspires together to screw my life, and the last 8 weeks were being royally screwed - and the few days I got to rest I, well, rested. @AnFa, I'm afraid I didn't managed to diagnose correctly your report, my apologies - but as a matter of fact, I think you were bitten by BOTH problems are the same time (mine and ReRoot). In a way or another, if you are still using TweakScale, please check this fix, thank you. Know Issues Attachment nodes are being reset when changing Variant on a scaled part. Please change the Variant before scaling the part as a temporary workaround. See issues #307 and #314 for the gory details. There's a long standing issue on TweakScale about scaling ModuleEnginesFX's plumes - some engines' plumes is just not scaled, while others scaled pretty badly. It's something that never worked right on TweakScale, and it will only be really fixed on TweakScale 2.5 (when this thing goes gold) The best workaround (and also the reason I'm dragging my feet on this) is to use SmokeScreen or Waterfall. For SmokeScreen, you need: SmokeScreen itself. Real Plumes (to enable SmokeScreen on Stock parts) Additional Part Sets and Add'Ons may need specialised support not included on Real Plumes. For Waterfall, you need: Waterfall itself. StockWaterfallEffects (to enable SmokeScreen on Stock parts) Additional Part Sets and Add'Ons may need specialised support not included on StockWaterfallEffects. See Issue #27 Disclaimer By last, but not the least... And since we are here, a very important disclaimer and serious warning: please, pretty please don't give attention to character assassinations attempts against my add'ons. I'm perfectly aware that they are not perfect, but under no circumstances they are malicious. There's absolutely NO CHANCE any of my code would do shady things on you, neither try to force you to do something by your back. I may bork trying to do the right thing, but it's all. In special, this crap: is, well… CRAP!! That "shady ass version of a Module Manager tampering library" is a tool to PROTECT YOU from fatal mishaps on installations: You forgot to install Module Manager, or by some reason it isn't operational? It will bark on you. You installed an older version of MM by accident, what fools KSP on using the older version? It will try to fix it, and then will bark on you so you restart KSP and use the right one. You installed a different version of MM by accident? It will remove the alien one (no matter what it is) so the MM you want to use will be safeguarded against replacement. You screwed something while trying to get rid of PD Launcher? It will bark on you, warning that things are not going to work 100% fine, no matter what anyone else tells you the KSP.log ending up on the wrong place is already a sign that you should not do it this way!!! You forgot to install a dependency that makes TweakScale to bork? It will bark on you and prevent you from loading the game, what would destroy your savegames!! You forgot to install a dependency that makes KSPIE bork? Same thing! You have any Add'On that screws up the savegames if incorrectly installed? Talk to me and I will implement a WatchDog for it. And since Module Manager (forum) itself is being prevented somehow to yell when Reflection Exceptions are detected while loading DLLs nowadays (see Issue 312), Module Manager WatchDog is, now, the only defense you have against such borkages! And even this "shady" feature can be easily disabled when using CKAN or any other PackageManager that handles itself the problem, as we can see on this link. I never pushed my weight on users, and this will not change. I have my share of problems to fix, I'm not denying it and I'm bashing my cheeks to have them sorted out. No one needs half baked, unfunded and easily refutable (the freaking thing is OPEN SOURCE, damnit - anyone can read the code and check themself!!!) accusations to be added to my already significant workload - unfortunately, this means that I will need to defend myself from such crapness as I'm doing now. This is not even about my reputation anymore (I don't need help to screw it up myself!! ), we are talking about people intentionally putting users at risk. I will not even try to speculate about the reasons. (sigh). Vida que segue. This Release will be published using the following Schedule: GitHub, reaching first manual installers and users of KSP-AVC. Right now. CurseForge. Right Now. SpaceDock. Right Now.
  10. The list of of alumni of Bauman* Moscow State Technical University reads like a who's who of air, space, nuclear and arms industry - Zhukovskyi, Korolev, Chelomei, Sukhoi, Tupolev, Myascischev, Pilyugin, Lavochkin, Dollezhal, Nepobedimyi... to this day, pretty much only Bauman graduates are considered for the assignment of a Soyuz engineer. * Nikolay Bauman was a small-time veterinarian and the leader of Moscow's Bolshevik cell who in 1905 got killed during a demonstration nearby; he had absolutely nothing to do with the then Imperial Moscow Technical School. There is, however, one Baumanka graduate most people really don't like to talk about: Alfred Rosenberg, of Revel (now Tallinn), a literal achitect turned writer, as well the figurative architect of the ideology of the German National-Socialist Workers' Party and the Reich Minister for the Occupied Eastern Territories. Evidently, history likes to try to put a spoonful of tar into every barrel of honey.
  11. It is sadly a very common denominator for people to talk about wobble forgetting you're supposed to use the same tanks, structural parts, and many other stuff to create things that aren't rockets.
  12. The issue is that all we seem to get about anything are excuses rather than fixes. Like Rayne I don't and won't go to yet another discord for answers. I have to sit on way to many of them as it is, but the lack of communication and what communication does go out is bad, Like I thought honestly that Frontier Development had set my bar of 'can't be any worse than' after their handling of Elite Dangerous over the years but ever since the "We are cutting back post" things here have gotten worse. It shouldn't be a big ask for Community Managers to take 5-10 minutes out of a week to get a round up of what is going on and be able to communicate it, I mean it's part of your job. It shoulnd't be 7 months in that we still have zup, nada, no idea of when the updates for features that were promised to be 'rapidly put out' are and some how the few video's that have been released by you all don't fill me with confidence of late either, as core fundimental items that should have been dealt with before EA are being tossed around like 'well hey we got 50$USD from these suckers we are living on their dime now" and while that might not be what is intended it is how it feels. While I want to say congrats to Mike for his recent personal events, as a customer and a consumer at the same time those personal events should not have the roll on impact that communication and updates with the community fall behind. Especially given that it's not like what has happened was 'sudden' either it was kinda going to happen and based at least roughly on how events go you've had as a company 7 months to plan for 'fixes' so to be 'hiring' at the point when it becomes a problem kinda makes me even less confident in how things are being ran. There are a thousand and one ways that you all as a company could be communicating better, there are thousands of examples heck one of the easiest would be to do something as simple as this https://trello.com/b/HsMiJggJ/heatblur-public-roadmap and that btw is from a very small developer, but I've seen larger companies do the same. But the lack of comms and then the trickle of well we shared some ss's or a talk wtih a dev that's communications isn't. 7 months and we have 0 featuers from the Roadmap, we don't even have all the proper features that were promised to release 'quickly after launch'. And what's worse Community Managers whom won't actually go to bat to get those answers it seems. One thing I'll say about Rayne is that while we might have butted heads on the old forums once or twice she at least always did her best to get the community answers.
  13. Set to right before talk. They are working with Berkeley on using an objective mirror that already exists for a ground telescope as a SS launched space telescope—several meter dia objective. (7-8m, Webb is 6.5m)
  14. I'm somewhat in agreement here - The commitment not being met sucks. But I think its because they chose a really, really bad metric to try and report on. Very few games use their bug log as their major development communications for a reason. Most games do some regularly scheduled feature blog, or developer touchpoint or design talk. But Intercept is extremely reluctant to talk about that due to prior delivery promises slipping, and the longer they go without talking about them, the worse the potential response gets. After all, if they come talking now about the absolute barebone basic design principles of science, people will assume that they're only now just nailing them down. And god forbid if they're playtesting and find out something they designed isn't fun and needs rework (this is a common occurance) and the community gets it in their heads that they're incompetent at gameplay design. I've mentioned before how the relationship has gotten adversarial. Every communication is carefully crafted, curated, and reviewed because they're frankly afraid of making it worse by saying something wrong, and a lot of us are seeking blood in the water - we're mad, some of us probably excessively so, and we're looking for justifications for that anger. We're well past the point that we could get a post from a science guy talking about this cool part he's messing with, because next week it'll be scrapped cuz it wasn't fun to design missions around, and the community will riot. They chose bug fixes to report on because nobody can get mad at a bugfix, and then I'm guessing the delivery keeps slipping because they're holding out for every last possible little fix - it may be seen as preferable to delay an update so that the update has at least one changed status, over posting an update early that just shows nothing moving 'cross the board.
  15. Eh, how many videos have we seen from the developers about the game (not talk show) after release? I think the fingers of one T-Rex paw will be enough
  16. Are we talking about the real problem now? Because if yes, then I can say something about it. Assume we want to keep the Rigidbody+Joint idea of KSP (which I think is not bad) and lets say we want to keep the idea of wobble and failing rockets due to non working connections and stuff like that (which I also like). Then what is the problem with that? Well, it's that when you connect a heavy part to a light part and then again to a heavy part, that won't work. This is what I call "mass inversion" in KJR Next. You have this e.g. when you add decouplers (with their own Rigidbody). And that's all. This is the only problem. You need to fix those "mass inversions". (h - h = good / h - l - h = bad) One idea is to hope for a redesign of Unity... or PhysX. And I know, one day they will do something... like e.g. adding other properties which define strenght and not only mass. The other idea is, to build an additional joint from the heavy part to the heavy part and not going via the light part. Again -> look what KJR Next does. And then, we sometimes still have other instabilities... but those are small and we could talk about them in a very different way. Most (if not all) of the problems come from those mass inversions (at least in KSP 1). Some problems like oscillating vessels come from poor SAS. And this solution works for everything. From huge to tiny ships. Interstellar ... whatever. Because it addresses the problem in the game engine. (other solutions with not adding some additional joints could work too... but, in the end you need to get rid of the h - l -h connections).
  17. Ji, ji, ji..... I see that everyone took the bait that was thrown at them. Will they spend months trying to find solutions and come up with proposals? And in the meantime we will not talk about the fundamentals, the final delivery date. Ji, ji, ji.....
  18. It seems to me that the strength and mobility of the connection on the tank does not depend on what is connected there next. Simply because the force is greater, it bends more. Just like in the real world. Disabling mobility in many cases will most likely lead to bugs and fun Danny's videos. In general, it seems to me that this is more like talking about the problem in some extreme cases. In KSP2 it is difficult to make a replica of the Saturn-5, this would be corrected. And the talk that something in the game needs to be done right away well so as not to come back seems surprising to me, looking at the road map, for example.
  19. That's why we need to talk about the problem. We need to understand it and then we (or, the developers) can try to implement a solution. So... what is the problem? ... the answer is easy: it is Unity. As long as you use Unity + RigidBody + Joints, you will have all the problems that you have, when using Unity + RigidBody + Joints. And those problems are well known, fully understood and we also know what can be done to against it. What works, what not. So... it's not like flying into a completely unknown part of the universe. We know why it is what it is and what can be done! Why are we talking about it, as if nobody has an idea what is going on? And by the way, for the "autostrut" discussion: we also know autostruts. We know how they work and why they are not a good idea. Why are we then talking about "autostruts yes or no?" instead of "why are they not good?" "what is the problem with them?" "can we find a better implementation?" "are there ideas?" ... it's so annoying to read about this without seeing a real discussion about solutions!
  20. Maybe the argument should come less from the perspective of realism, and more from one of, is it FUN to require the player to use struts in this specific situation? As in, does it contribute to the stable rocket puzzle? Or does it get to a point where we're being forced to strut excessively? It's important to keep strutting down, if we can, to reduce part count and ease physics interactions between additional joints. There are cases where struts should definitely used, but like even Nate has said, vertical rocket stacks probably shouldn't need to be strutted to themselves to stay stable. I think that's the biggest gripe when people talk about wobbliness, though I welcome different perspectives.
  21. YEAR 3, DAY 288 - AURORA 1 Back to the Mun... I got a bit carried away with the screenshots for this mission, so it will split into two parts (much like Munar 1!) This is part 2. Crew: Jebediah, Bob, Valentina Aurora 1 approaching the Mun After a day of drifting through space, Aurora 1 finally arrives at the Mun. It's been a long time since even a probe has felt the tug of the Mun's gravity, as exploration of the Mun has kind of been at the bottom of the list for Beyond. Thus, still much is unknown about its surface. But hopefully our new long-term exploration program uncovers more about the wonders of the ancient object. For the next hour or so, the crew watch as the Mun gets closer and closer to their spacecraft, until it's right on top of the them! As the spacecraft reaches it's periapsis, it begins it orbital insertion burn. We've done it! We have Kerbals circling the Mun! But that's not all, as now the crew must prepare for the actual landing part of their mission. You know, the part that's interesting? Bob goes for an EVA, and inspects both the command module and lander. Once everything is confirmed to be okay, Jebediah and Valentina transfer into Nugget, and undock from Chicken. They now begin the most dangerous part of the mission. "Mission Control, we see Kerbin on the horizon. Beginning de-orbit burn." - Jebediah Kerman The lander slowly coast down to the surface, and once it reaches 5km, the suicide burn begins. It'd extremely nerve wracking, and the lander has to pitch up a few times to continue flying, but in the end... ...they make it too the surface. "Nugget is on the plate, I repeat, nugget is on the plate" - Valentina Kerman Nugget is the first object to stand on the Mun since the Munmun Rover... so maybe not that long but still. The crew spend thirty minutes on the surface, preforming science and whatnot, before they suit up and prepare for their EVA. Jebediah is the first out of the hatch. "Stepping down the ladder..." "Mission control, it's good to be home!" - Jebediah Kerman Not just mission control, but the world erupts into a frenzy of cheers! Kerbalkind was once again another worldly species! Brand new, higher def video cameras capture the moment in better quality. After about a minute of frolicking, Jebediah turns around to face the ladder to give Valentina a hand. She steps off and they both begin to talk to each other, debating whether they should or shouldn't stay. The decide to stay. Jebediah prepares the flag, and the crew pose for their flag shot. After the ceremonial stuff is over, the real job begins the crew begin to explore the area the lander. Science collection CREW VERBAL LOG JEBEDIAH KERMAN: Val! I found evidence of life on the Mun! A giant bird's nest! VALENTINA KERMAN: That's called a crater, Jeb. JEBEDIAH KERMAN: How do we know a bird didn't leave it? VALENTINA: How are you a kerbonaut, Jeb? After around 30 minutes on the Mun's surface, the time comes to board back onto the lander. Jebediah climbs into the lander first. Once in the lander, the crew will stay on the surface for one more day. This will be a test of long term habitation of the Mun, as crews on future mission spend longer and longer times on the surface. 1 DAY LATER... Aurora 1's surface time comes to a close, and the crew begin preparations for liftoff from the surface. Blah blah, orbit, you get the jist. Next is the rendezvous and docking with the Command Module. Rendezvous burn The crew dock with Chicken, and transfer over their science. They then prepare the burn back to Kerbin. They'll be bringing the lander back with them, so they don't pollute Munar space. It'll be separated the moment they leave the Mun's SOI. Undocking lander Parachutes deployed Aurora 1 has made it back home! A new frontier of space exploration has opened, and Kerbals are back on track to becoming a multi-planetary species. Next Aurora mission: Kerbals back on Minmus.
  22. Manfred wakes up in a medical bay in an unknown facility. The medic catches him up on what happened and tells him the Riptide Commandos brought him here for observation. It turns out he's in New York City, at the CCC-NW Branch Headquarters. He is then escorted to an office by two armed guards. There in the office sat Director @TwoCalories behind a desk. He gestures to a chair, and Manfred takes his seat. The Director starts to talk to him. He asks what he was doing, as he was last known to be dying from Acute Dust Poisoning over forty years ago, and a cryopod, along with nine other CCC agents thought to be dead, was labelled with his name at a mysterious bunker. "Now, no CCC documents state that you or the other nine were put into cryogenic stasis. This bunker is not on any map, and we were very thorough. We've contacted the CCC-SW, and they couldn't give us any answers. So, we thought you could. What was that bunker? Who are the nine agents? Is there anything we should know?"
  23. Yeah, that is a fair take. I hate to indulge in the inevitable drama that results from this kind of ambiguous silly analogy, honestly, but regardless of what he meant, it still feels to me like that's what we're expected to do: Deal with what we have now, because sometime maybe eventually in the future things will be better. And I acknowledge the irony of saying this in the wake of a video where they specifically talk about short term solutions, but... I mean, why would we need to talk about short term solutions? I don't feel the damage they could cause would be outweighed by the sentiment of neglect that I feel has grown, at least in my own experience
  24. I'm loving the dev chat format! More of this! And I love hearing engineers talk about the nuts and bolts of the issue! That being said, I'm not sure what we learned that we didn't already know. We already knew it was a complex issue and that different solutions have pros and cons. Couldn't that be said about literally every choice made during development? Nate's follow-up post is encouraging but, yet again, it's a case of telling us rather than showing us. It's good to know, though, that many solutions are presumably being explored deeply, and I'm excited to see what the ultimate one chosen is!
  25. Just my 5 cent, but showing that tool with a bit of explaining text and a few pictures would likely be much more informative than this talk was, which just repeated points that were made in the past. And it would be a more convincing demonstration that there is progress and not just talk - the issue with these talks is that people (rightfully or not, different discussion) feel that past communication hasn't bee reliable.
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