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  1. Signed Contracts can't be changed, but Terms of Service can. If you have a contract with Unity, check it. It will tell you that the Terms of Service can change - as well the licensing terms. EULAs, on the other hand, can change - and they are contracts the same - ergo, some contracts can change. Microsoft is doing it for years. Hell, Android is doing it for years - just updated my phone that I paid in full and I had to agree with the new ToS. "Just don't update it, so" someone could propose - but them I can't install and use the productivity apps I need to carry on my work (as a freaking 2FA for github, or even my new banking). Don't think you are safe from this - the only novelty on this crap is that, now, Software Publishers are being bitten in the SAS the same way their users were being for years. This will hardly reach the tribunals because a lot of big players are (ab)using this on their business (see my last paragraph). So any attempt to pursue legal action on the matter will A public gaslighting campaign, and perhaps a character assassination one. That failing, some serious retaliations. The dude/small company surviving the retaliations, an agreement will be signed solving the issue punctually (as well as a NDA preventing the agreement from being disclosed). If and only the agreement is not accepted (but usually the money is too good to let it go) things will reach a Court of Law Where some really serious money will be spent for years. IMHO, you will have about 12 months of tranquility. They will try something again unless they managed to stop bleeding money. Keep in mind: they desperately need lots of money, and they have little to no hope of getting it from expanding the customer base (I can't imagine why… ). So they will be forced to squeeze the current user base instead. They didn't retreated - they just did a step back to earn time and do two steps forwards later. They don't have a choice, to tell you the true. Not the CEO, I can guarantee you. He may be a scumbag, but he's a seasoned one - he knows better. The next obvious suspects are the BoD. Talk to a Psychologist about pathological personality disorders, then attend to some PMI (or similar) classes, then tank to the Psychologist again about what did you learnt from how to… well… do Management. Of course I'm not implying that every Manager is a sociopath - but every manager need to act like one now and then. When they enjoy what they are doing, things get hairy.
  2. As much as project managers really, really, really wish it was the case, sheer developer hours sat in front of a problem doesn't come anywhere close to linear correlation to actual productivity. Its also unlikely the daily scrums are hour long beasts, in all my experience its more like 15 minutes, with the occasional longer one for proper backlog grooming. When it comes to trying to project manage bugfixes specifically, its pretty much all bets off trying to actually predict anything. At any point, for absolutely no discernable reason, a developer can have a brain flash and suddenly find the problem. Other times, they spend a week painstakingly iterating through every step of every point in the process a dozen times over, only to later find out that they were accidentally 'fixing' the very issue they were hunting due to some bizarre specific criteria to reproduce the bug that they just never knew to try. As far as the whole instigating communication question of this thread? I'm really not sure what they can do. The root cause of the lack of communication is painstakingly clear - They just don't have anything to say, that's a good idea to say right now. That's not because they aren't doing anything, but because of the specific predicament they're in right now. The core guts of the game are in bad shape, and the timelines for the major updates have been unsatisfactory to the general community. You can't really provide effective frequent communication on bugfixes if the bugs aren't getting fixed - You'd put out regular "Yea still looking" messages then suddenly "whoop its done here's a hotfix", not really anything of substance to speak of between the two. On the major update space, the bad state of core guts means a lot of people take any major talk about the upcoming features as smoke screens, or misallocations of resources, etc - I don't want to hear about the new toys when my current ones fall outta the sky. And any early communication about the next major milestone also risks delivering unrealistic expectations. People will see X features complete, and some will fabricate connective features wholecloth in their mind, setting themselves up for disappointment. Some will use the feature list to predict delivery windows, which often end up circulating in the community as fact rather than expectations, setting up for disappointment. And its also risky to show off things that might not end up making the final or first cut - The last thing you want is to show off a bunch of really cool, fully fleshed out features that don't get delivered right away, especially with community trust being in the state it is currently. On top of all of that, the longer this state of affairs goes, the worse it will get. People want communication because they feel that things are not getting done in a timely manner and want answers. But there are no answers or timely solutions to software bugs, that sort of work is very much an artform. The long term solution really is "The game needs to be stable".
  3. What is there to talk about that hasn't already been said? There's nothing new in KSP2 and hardy anyone is playing it. There isn't even anything from the devs to discuss.
  4. One thing I'm hoping for is a way to edit/add to vehicles in flight like KSP1's engineer construction mode (DLC?) Has there been any talk of this making its way into KSP2? Would it be handled by engineers or could some kind of colony building also offer something similar to vessels landed on the colony pads/runways?
  5. Which place is better? Just don’t talk about the great goals of the developers; today, where can I see, touch and check this better simulation?
  6. I have this coworker who has a few roles because we're a small firm and part of it is IT and and he really seems to relish in loudly berating tech support folks who are trying to help him, to little effect. Everyone else in the office has to have real conversations about actual business while rolling our eyes at the stream of expletives from the other room. Sidebar: One time I had a Macbook that was 3 years and 2 weeks old, but Apple had (possibly deliberately) failed to notify older owners that laptops have a humidity problem that in the end compromises monitors and the motherboard. It took a couple of weeks of calling, but eventually I was able--with determined, polite conversations with tech support, to have the recall covered under Applecare. Im sure there's a macro-strategy of waging a social media campaign against a particular company which might raise the heat enough to make its way into an actual upper-management meeting. Maybe Im more cynical than some imagine but I don't think they much care. At that level your [complaints] about bugs and communication is weighed against investor demands and you will absolutely lose. There's a famous scene in the life-lesson that is The Wire wherein Bunny Colvin declares: “Middle management means that you got just enough responsibility to listen when people talk, but not so much you can't tell anybody to go [snip] themselves.” For those of you using fellow forum members as a prop in a theatrical pressure campaign against a subsidiary of a multi-billion dollar multinational corporation this is who you actually want to direct your attention to. Please don't waste your time bickering with hopeful fans. We have our own campaign: to as best we can accurately and conceptually convey to the actual makers of this game what real meaning, quality, and value translates to in concrete deliverable terms in the context of KSP.
  7. I think there's a difference between trying to build up hype, and talking about new features they have already finished creating. Talking up hype would be like interviews and content before EA release, where they went on at length about how KSP2 was going to outperform KSP1, and just generally be better in just about every way. The kind of talk I would like to see, might be for example, even one screenshot or short video of something not analogous to a system we've used before. And we've gotten some of that for sure, it's just that it feels to me like it simply gets moshed in with generic screenshots of assets that don't tell us anything we don't already anticipate. Instead maybe these newer features could be put front and center where a little bit of further explanation can be given about their specific context. I'm just trying to run ideas out, honestly. They've said they want to improve communications, and I'm trying to help brainstorm how that can happen. Because I hate to see that they're stuck with the same feeling that they know they have to improve communications even though, between the two statements they've made on the matter, they definitely have TRIED to do so
  8. I think what people want to see more, is how NEW systems are going to work. We already knew science would have parts, we already knew it'd have... some kind of mission control system? Or rather, we knew science would have some kind UI from the KSC to manage it. I don't think we knew there would be cranes, but on the topic of communication... what's the context behind some of the images like that? Will we use that for building assembly? Or is it just a backdrop piece? If it's just a backdrop, why drop it along a supposed display of new features without explaining at all What we've yet to see, is much of anything about systems that we have not played an analogue of before. Stuff that KSP2 science will do, for example, that KSP1 science never did. There's been a bit of talk about that, but no show unfortunately.
  9. the thing i was trying to point out is the lack of "real" talk of science, showing us one model (the gif) that had ALOT of people interested in... may... 4 months down the line to see another model, from reentry alongside mission control WIP, in a 7 month span, most people lose interest in it when people expected to be "alongside" the development.. Like, I'm going keep screaming at the top of my longs, look at Twitter user dedaPong.. He is Co-Founder / Creative Director at Gamepires, and is pretty much in "charge" of a game called SCUM. This guy "leaks" as much as you can without just giving out pure dev clients stays talking to his community, leaks things that are months/weeks out, asks the community questions about how the game should be developed, or what can we do to fix it if there is a huge issue, even when there is something wrong, he is there. Now, don't get me wrong this game has had issues in this game, but the sheer amount of work leaks and user engagement is on another level, and when there is nothing, well it does go silent.. KSP 2 has been different in kind words for a game that had a rough start, and a rough post launch 30 days +... Even in bad "little to no payoff" he still posts. idk, just offtopic.
  10. Oh this bad community! They constantly write about the problems of the game and the poor work of the developers (including their PR department), why don’t they talk about the merits of the game in a variety of ways with good arguments! Or fantasize about the fact that there is a magnificent game hidden somewhere in a closet that is being hidden from us
  11. Chapter 2 Harmony Space Station, 300 kilometers above Kerbin, 27/3/2011 As Bill stared at Kerbin, transfixed, the radio crackled to life, bringing him back to reality. "Bill, time to come in. Control wants to talk to all of us." Bill stole one last glance at Kerbin's glittering seas before jetting over to the airlock. Once the crew had all gathered in Kopernicus, the Kerbal States hab module, mission control relayed the bad news that the crew was expecting; They would not be coming home as planned. "If KASA's done with Baikal, how are we going to get home?" "We'll need a resupply, that's for sure." Bill floated out of Kopernicus, over to the Service Module. His buddy Doodny wanted to talk. Something about this company "Korbital Industries". As Bill listened to Doodny's idea, he immediately knew how they were getting home. Korbital Industries "Dunes Spaceport", 28/3/2011 Doodny was hot, tired, and wondering where he was. After pitching his idea and getting KASA's blessing, he had spent the previous night repeatedly calling the CEO of Korbital, but getting stonewalled. Yet when he came into work the next morning, there was a sleek private jet with the Korbital logo on it idling on the runway. He was told that he needed to come with them, and they wouldn't take no for an answer. After a long flight, the plane landed at a small facility in the deserts. They hadn't told him where it was, but he suspected he wasn't even on the same continent anymore. As soon as he descended the airstairs, he found a man waiting for him with a jeep. "Welcome to Dunes Spaceport! I trust you had a comfortable flight?" "Uhm. Yeah, thanks. If you don't mind me asking, who are you?" "My name is Kirk Kerman, but please, call me Kirk. I'm the CEO of Korbital. You called my office quite a few times last night." "This is our state of the art launch facility. Would you follow me please?" Speechless, Doodny followed him into the jeep. "So, why all the cloak-and-dagger?" "Well, as one of Kerbin's first private launch providers, we need to be able to test our proprietary technology. Out here is the perfect place." Kirk didn't tell him any more than that, but Doodny spotted a few buildings himself, including what looked like a horizontal assembly building. When they reached the offices, Doodny stood in the lobby for a moment to appreciate being in a building with air conditioning. "Please, step into my office." said Kirk. Doodny began his pitch. "Mr. Kerman, I understand your company has a contract with KASA to resupply HSS using your Kirbani spacecraft "Mhm, of course. We launch it from here using our Kappa launch vehicle". "And, you of course understand we have four astronauts on HSS with no way to get home." "Indeed." "Well, I'll get to the point." said Doodny. "I've been instructed by KASA to contact you to find out; Can you modify a Kirbani cargo pod into a reentry capsule for our astronauts?" Kirk thought about it for just a moment, then got up and extended his hand. "I'd be happy to help." To Be Continued...
  12. How many of you would be interested in a lounge thread where I talk about my trip to Europe that I took a while back?

    1. Kerbalstar

      Kerbalstar

      Me! I too have gone on a trip to Europe. I visited England, Ireland, and Italy.

  13. As a professional Community Manager with nearly a decade behind me, it was my Job, to talk to the community. It was what I was paid for, that meant taking all the abuse that was hurled at me. The death threats, the people yelling and screaming at me telling mw that I was the worst thing to walk the earth, and listening to people hurl insults at my co-workers who I knew for a fact were working as hard as they could. I started this thread because I was and still am disappointed with the pacing of communication and I do personally feel that the community deserves more communication, of a higher quality, but the main issue is that takes time, energy, and resources away from dev ops, (if you want comms from the dev team) which as CM's, we are not. We're not in the editor making the game (some of us might know it well enough thanks to being taught by our team so we can answer questions) but it's not our job. Our job is to be out here with you all so the team can focus and work. Those people in dev ops, DO NOT owe you anything, but going in to work and doing their jobs giving their best and making the best quality game they can. It's up to the CM's to relay what they're doing to the Community and senior leadership like Nate. Any "Beef" should always be directed at people like me, the forward facing Community and Media Relations People, the PR people, and Leadership. Never the rank and file dev-ops person coming in to work today to work on some models, textures, sounds, animations, what have you. Even then, keeping your disappointment directed, reserved, and polite is possible while still getting across how disappointed and upset you are. Which, again, you're allowed to be...no one has ever said and will ever say that you're "not allowed" to be disappointed with the state of the game, the state of communication, or be worried about future updates and content. You have that right as a consumer who spent their own hard earned money on this product. We're simply saying, you can get all that across without being toxic and abusive (not that I am accusing of being either of those things, please don't take it that way.) In short, to end my rambling, be vocal, outspoken, and yes, demand better, ask for answers, etc, but do so realizing these are still human beings that make mistakes, and don't just stop being human beings because they sold you a product, good, or service.
  14. To use your analogy though typically folks who get served a bad meal send it back, talk to the waitress about it, or if its really bad maybe they leave a nasty review. They don’t typically return to the same restaurant day after day for months on end to harangue other costumers about it. That would be seen as a bit weird.
  15. I've been pretty vocal regarding science mode. I'm willing to give him (Chris) the benefit of doubt on the responses as I've got no reason to assume he is being disingenuous. I'd love to think a lot of people here are in the exact same place, I don't think *most* people in the forum want to see the game fail (although I question a few if I'm honest). So where do we go from here? Well, we do all we can do, talk amongst ourselves and wait. Wait to see what 0.1.5 brings and wait for @Nertea Dev Blog regarding science is released. I mean if one of the lead developers can see the benefit of doing that, then I think as a community we to listen. Maybe some really interesting stuff is buried in whatever form that takes. I'd be more than willing to listen provided that some tangible information as to what is going to be going on in science is shared. I can't believe at this point that science isn't a finalised thing, just going through the later stages of its inception. As soon as science and progression drop, the game changes and takes an immediate step forward so I can't imagine it isn't high on the list of things to do.
  16. The devs are under no obligation at all to talk to us. If they do so, it’s a courtesy, and we are under the obligation to treat it as such. If we don’t, you shouldn’t be surprised if they choose not to.
  17. The game must have problems because of the community, not because of the developers. And then these people talk about the toxic atmosphere
  18. Hello, my name is Jim Peck, a.k.a Just Jim here on the forum, and today I am excited to talk to you a little bit about writing for KSP2! First I should mention how this all happened. A lot of newer members probably don’t know the story, but it really all started here on the forum. I first discovered KSP (and this forum) about 8 years ago and was instantly hooked. Something I really liked was all the fan-fiction stories being written. I have been fascinated with space and science fiction all my life. I have also been writing all my life. I still have piles of notebooks lying around filled with all sorts of fun stuff I may revisit someday. So I decided to start my own fan-fiction story “The Saga of Emiko Station”. And it was really popular. A couple years later I was still writing Emiko when I heard about a QA position that was available for KSP, and I applied, and to my delight I was hired! I spent the next 3 years working on KSP and learning a lot about how the game really works. And having way too much fun. As far as KSP2, I was honored to be one of the very first in Squad to be given access to the game, and it gave me a lot of insight for what was to come later on. Last year I moved over full time to help on KSP2, and a few months ago I was super excited to become a full-time KSP2 writer! So enough about me, let’s talk about the game. To be clear, when I say I’m a writer, I do not mean writing/designing the game on a large scale. Those are design decisions that fall mostly on Nate Simpson, Shana Markham, and the rest of the senior staff. My job is writing out all the text that is used in the game, and it is a little more involved than you might think. One of the most important aspects of my job is maintaining the spirit and flavor of the original KSP as closely as humanly (Kerbally?) possible. I can safely say everyone on the team feels the same. KSP is incredibly unique and continues to be so. Not just for the game physics, but also because of the Kerbals. Kerbals are a vital element in adding some fun and humor to what is otherwise a very challenging subject. But the game is not about the Kerbals directly, it is about building and flying rockets. It's up to me to help bring life to our little green friends with the writing; help the players know who they are, how they think, what is driving them to the stars. OK, so one of my largest and most involved tasks is writing up the text for all the parts. There are somewhere around 600 parts currently planned for KSP2. I do not have the exact number off-hand, but somewhere around there. And this is a very big chunk of what I’ve been working on these past few months. For each part in the game there are 4 items I need to focus on: Title Part titles can be a model or designator number or a name, and often both, which can get a little confusing, especially to newer players. KSP parts will keep their existing titles, such as the FL-T400 fuel tank or LV-909 "Terrier." To make things a little more understandable, we added subtitles. Subtitle Subtitles are more descriptive than our colorful titles, and they help players identify a part without having to dig around the tooltip. This is especially handy in cases where we got a little crazy with the titles: Title: Advanced Photonic Generation System Subtitle: Lightbulb Manufacturer All of the existing KSP manufacturers will be in KSP2, along with some new ones! We are giving them a little more of a voice and influence, some of which is reflected in how they name or describe the parts they make. All of this is to add some variety and humor while also maintaining a sort of consistency between parts and manufacturers. For instance, despite being fierce competitors, Kerbodyne & Rockomax have very similar writing and naming styles (but would never admit it). C7 Aerospace considers themselves a little “better” than the rest of the manufacturers and would never, ever admit to a mistake, whereas Jebediah’s Junkyard would pride themselves in inventing a new engine by accidently exploding a bar-b-q grill. Description Part descriptions are where things get really fun, but also a little more challenging. In KSP, part descriptions were funny, but sometimes not very descriptive. There is a real opportunity for them to tell you about the use case or the science behind a part, so we are making these more descriptive while also including the Kerbal style of humor whenever possible. The biggest challenge is I have to do all of this with 300 or less characters, including spacing and punctuation. This is to ensure they fit into the pop-up window properly, but means I have to choose each and every word very carefully to make these as beneficial and funny as possible for the players. For new KSP2 parts the process is very similar. I will give a new part a title and subtitle that matches up with other parts of that type, and assign it to the most appropriate manufacturer, including several new KSP2 manufacturers. One of my favorite new manufacturers is: Shakeproof Atomic Fusion Engines (SAFE) Shakeproof Atomic Fusion Engines are the designers and builders of some of the newer tech engines, such as the Orion-style fission engines shown in our previous videos, and guarantee all their products to be completely safe. I mean, it’s right there in their name, so they must be safe… right, right??? While I’m on the subject of the newer technologies, one of the really fun things I get to do is researching the new techs. Everything we’re doing is grounded in real science, even if some of it is theoretical, and all of us on the team spend a great amount of time making sure everything is as accurate as possible for you, the player. Now once I’m done writing these, they are all checked over (and often tweaked) and approved by our senior design manager: Shana Markham. And let’s not forget our legal team. They also have to approve everything I write, and are another reason why finding the exact wording is so important. Once everything has been approved it must be implemented into the game. There are tags in the game everywhere, each with its own text string attached. Usually the person(s) working on the feature will do the set-up, I just provide the text. It is a huge process, and I am grateful for all the work that my teammates put into it. Another very important part of the writing process is we are localizing KSP2 into several different languages. This means we have to be extra careful about the writing process in general, as well as finishing far enough ahead for our localization teams to have enough time to translate everything. Sometimes there might be an issue with a particular translation, such as how a joke is perceived in a certain language, and we need to work out the proper wording. I helped the KSP localization teams quite a bit and I had a lot of fun. It can be a really unique and interesting challenge playing the game in the different languages, and I got quite good at it after a while. OK, so this does not just apply to parts. It is an example of everything that must be written for the game: experiments, the tech tree, celestial body descriptions, etc, etc... Every written bit of text in the game goes through the same process. Literally thousands of text strings that must be translated into all our different languages, and then implemented into the game in order to inform, teach, and make our players laugh and have fun. And that’s it, that’s what I do. Best job ever!!! One more thing. I would like to point out that we all work on this together. There have been a few times where I was stuck on a word or phrase and posted it on our slack channel and the next thing I knew I had 5 or 6 terrible jokes or puns from the rest of the team to choose from… And what would KSP be without the occasional horrible joke or pun? Seriously, we are a very tight-knit team, and we have a lot of fun, and I wouldn’t have it any other way. I’m going to end this with one last note. To those of you that want to be writers, or whatever your dream may be… Please don’t ever give up on it. If you like to write, then write, and write a lot. Not for money or attention or hits on the internet. Do it because you want to. The rest will come later. Trust me, I’m living proof. -Cheers Jim
  19. Which rule are they breaking? If you're mentioning the "playable game", yes ksp2 is playable, it's not bugs that make it not a game. A not "playable game" would mean a tech demo where there is no gameplay, like if the only thing you could do is observing a menu or just looking at Kerbin. It's not "rocket wobble, literally unplayable", people can still have hours worth of gameplay in ksp2. Either way, I don't want to start a semantic argument. What I was trying to talk about initially is YOUR responsibility. YOU should not buy games on promises. YOU should not preorder. Yes games can be scummy, and that's why people shouldn't preorder anything or buy a game without knowing what they are going into, like by seeing reviews. That's my point. I see too much people preordering thinking, "This time it's different", it never will.
  20. I realized I never shared my actual thoughts on this thread. Yeah the communication slowdown sucks, I think its a reason for a lot of tensions. I don't think its because the devs are too scared to speak or whatever (honestly the cms talk about as much in the forums pre comm slowdown). If you want the offical CM answer, check below, if you want my analysis I think its pretty explainable by two things. 1. The CMs have been down a member for around two months now, the most drastic slowdown compared to the time of weekly upnates was right after the CM left the team. Having a third of your team leave will seriously mess up your workflows. 2. The CM team is switching to a new format for large scale communications. I think the call to switch to a video format is a good one, the recent reentry video was pretty well received, however the swap to a different workflow will slow you down a lot. I think in retrospect not doing a fullswap from "upnates" to videos wouldve been good that way natural delays and the like in videos dont get seen as the devs abandoning all communications. Both of these fortunately are temporary things, but both hiring a new CM and being able to better regularize video production will take a while to happen. (btw we got a minor update on the getting a third CM back today see below) Mildly off topic but also not, for my take on the interplatform communication, its fine. I think there's a fundamental disconnect between "What we (involved community members) would like to know" and "What's actually productive to broadcast out" that I generally try to fill. For example, the unity change wasn't highlighted a lot, it was only posted in the modding discord and the modding subforum on here. I think a lot of people would want to know that the unity is changing as we are a curious bunch, but if you just put something out like that on the unity change, even if you specify its just a change that effects modders, people will either go "Okay and?" or "This means that hdrp is happening in 1.5!!", both of which arent good responses from your community. I do think where interplatform communication could improve is 1. Communicating the mild scales news gap that dev tracker fills to reddit and twitter feels lacking (disclaimer, I dont use either of these platform for ksp), I think a link to dev tracker or something like that in the reddit header would be neat. 2. I think that casual communication is inherently hard on the forums because threads are very focused and formal (compared to the more branching and casual discord conversations), however I still think some casual communication would be nice. Like, I dont think there's any thread to where you could go @ dakota hows the hunt for the new cm going? And it wouldnt be off topic for the thread. But I do think there are times where a cm can casually interject in a thread and add a bit more context. For example I think a tiny two-three sentence comment like the first discord image (would probably have to be worded differently to account for cultural differences) would do a lot for this thread. I think just casual clarifications and microscale news here on the forums would do a long way in the perceived communications gap.
  21. And when I have a question about my milk, the supermarket can answer it, they don't give me some lame excuse like "oh, tempers are high that we gave you expired milk, lets talk about it later" I'm done here. Mark me down, one for the "where the comms at?"
  22. If that's the case, why would they pre-emptively disappoint everybody by talking about it? Better to shut up, release it, and let the chips fall where they may. And if it's not the case, why try to describe it to a public that's not receptive to anything they say? Once again, better to shut up, release it, and give everybody a pleasant surprise. I think it's pretty obvious — the mood right now is such that anything they say will be used against them. Game systems are especially tricky because really often something that sounds fun on paper, isn't, and conversely, changes that sound bad on paper actually improve the experience (or have other benefits). Look what happened with the dev update on heating — a bunch of people immediately started screaming about dumbed-down streamlined systems that totally ruin the experience, without ever having actually experienced how it works in practice and in which situations it even makes a noticeable difference. (My suspicion is, "almost none." As in, if you did a re-entry with the old thermals and the new thermals and asked the player to guess which is which, most players wouldn't be able to tell. While on the upside it makes it much easier to compute equilibriums and handle high time warp factors.) And if they say it's deep in production and close to QA, many of you will loudly say "LIES!" and hate them even more. Summa summarum, I think it's pointless of them to even try to talk to the fans right now. Get the game right first, release a solid roadmap update or two, however long it takes, then start communicating again. The fans are going to vent their outrage regardless of what they say.
  23. With all the talk about mk2 landers, would it be possible to use the robotic parts to incraese stability/footprint? I don't have the DLCs, but maybe it is possible for at least some extra landing legs and equipment to telescope or fold out from the fuselage
  24. I know that it is complicated which is why I don't care about long explanations why it is complicated. So here is a RL example: You ask a politician the question how they want to prevent climate change. And the person is not answering the question how they actually want to prevent it but only starts to talk about how difficult it is and that you also have to think about industry, etc. Everyone knows that. That was not the question. The question was what they want to do. If you ask that question a politician and he is unable to say what he/she wants to do then at least I start to think that this person has no plan at all yet. And that is basically what I meant. And why I think they are just now starting to think about how they will implement the roadmap.
  25. So, let's talk about this statement shall we? You purchase a game, a small indie unity game for 19.99$ Steam, will take 30-33% of that which is roughly 6.66$ Epic waves the fee on the store and will take roughly 9%, which is just a bit under that 1.99$ If you have a publisher, they're taking anywhere from 20% to 50% (especially if you have a horrible contract) Then, Unity is charging you 0.20$ per Install.. What's the actual developer left with?
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