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  1. Tempers are getting too high. Please stop trying to tell each other what to think and how to express it. Talk about the game rather than each other.
  2. If you're gonna remove all variables and your end result is "I really want this game even if only to talk about it", you were never doing an opportunity cost analysis, you're just trying to justify your spent $50. If you or anyone wants the game that much, that's great, but don't say it's the result of a cost of opportunity analysis, it is not. We were talking about a cost of opportunity analysis. Thankfully for business owners worldwide, they're not subjective.
  3. i think where the criticism begins is with IG having a QA team and the game released in the condition it was with basic things not working is where the trolling starts. I'll admit i was one of those people who was like "what the hell is this?" "QA approved this?" when i first tried the game. Reading things nate said that "productivity was suffering because the devs are busy playing the game". And i think to myself...all these people playing the game before release and nobody noticed this bug or that bug? I noticed it right off the batt. How can they NOT know? Basic stuff like reentry and all the other bugs makes people think "i paid $69 for this?" THATS where alot of it is coming from. It is hard to wrap your head around how can they release a game in this condition AND for this price? So if you could talk about that, that is what people like me wants to know. Who pulled the trigger on that decision to release and in this condition? Its not even a matter of who...but WHY? I understand NDA and all that but if you could answer that question I think it would prolly calm the negativity down a bit and offer a little more InSite into how this process is going to work going forward. if we just knew why then we could all move on. But see this is the problem.....I see stuff like AMA (ask me anything) but then i see its not really ask me anything its ask me about the pre-screened, pre-approved, questions the team approve of and not the questions everybody want to know. They go around all that. We see things like you guys have to have "media training" before you can answer questions or deal with the public and then turn around and praise yourselves on how transparent the team is and in the meantime the forum and steam are blowing up with negativity about the game. So what do we see next? Here come the PR marketing guys to try to save the day and talk the game up with contests and stuff nobody really cares about they just want their ksp to work. In this post/thread you were pretty straight up with us and i appreciate that yet the elephant in the room still exists. This is my way of giving what you guys asked for and thats constructive criticism. I hope we can both learn from each other
  4. If you have gateways that talk to both protocols, and can implement tunnels for the parts of the network that doesn't support one or the other, then the network remains fully connected. It's a bit like tunneling IPv4 traffic over IPv6 or vice versa. In practice, I expect Russia not to have resources to implement a new protocol at all, because where are they going to get enough custom switches even from? And China isn't going to shoot itself in the foot so hard as to cut themselves off from the WWW. I fully expect China to have gateways and tunnels natively supporting TCP/IP.
  5. I think I expressed myself incorrectly. What I mean is that there's almost no cost of opportunity analysis capable of making KSP2 worth the $50. I agree with what you say. $50 to $70 in optimistically 2 to 3 years is almost nothing. The price increment during EA is clearly not a motivator to spend early. If we talk about only the present, considering the state of KSP2, there's much better games, as single titles or multiple, that'll give you much higher returns on your $50. It will go on sale anyways, so you'd be spending money on a broken product now vs less money on a working product further ahead. Even if it goes on sale from $70 to $50, you'd still be losing now. The only way to reach the other side of the spectrum, is extreme loyalty to the franchise, or charity spending to "fund development" (don't, that's not how this works). The most important lesson is for companies. You make something premium price, customers will expect premium quality. Happened to like 90% of modern AAA games, that have been steadily rising prices for nothing in return to the customer, and in fact even worse products every time.
  6. The poll is a bit biased. 1. Do you think that the issues in the game will be fixed? I’m between Yes and No, because some will some won’t. Even KSP 1 after a decade still has issues, you just gotta dig really deep to find them compared to KSP2 2. Do you think the game will make it to 1.0? I guess, I hope Yes. While exciting, I thought it was a tall order when I heard the team talk about it in the last couple of years, and I’m sure it’s extremely difficult to pull it off. With the current way things are and with this launch, I now say it is most likely to Be impossible without removing some of the features (multiplayer for example) or dumbing down compared to the high complexity of gameplay we were promised. 3. What is your opinion of the game right now? I haven’t touched it since 0.1.0, if Science update is very simple and doesn’t add a whole lot, I’ll most likely not play it again until 1.0 if that day comes.
  7. No Mountain High Enough Before I start, I just wanted to say thank you all so much! The thread has reached an incredible 10,000 views! I would've never expected such a positive reception, and your support and kind words mean a lot to me as I continue to write this story. Beautiful desolation, as Buzz Aldrin put it. As the crew of Orpheus 1 stand in awe of the lunar landscape, they are reminded that they have a busy surface stay ahead of them. EVA 1 is dedicated to the crew setting up the first set of surface instruments and experiments. On top of this a few deep surface samples are taken. The EERM for this mission is rather different than the original unit used on Apollo 27. After the blatant stability and performance issues, the vehicle's chassis, suspension, and drivetrain were given a complete overhaul. Now looking more like a 6 wheeled lunar pickup truck, the EERM is expected to handle much better for this mission, and NASA expects the crew to put it through its paces. Launched 2 days after ACOV departed from the Moon on a Jupiter 423-A, the EERM will be landed once again by an automated LM descent stage. Although this isn't the optimal landing setup, it is the only available option as Grumman begins to jointly study new landing vehicle designs with NASA for missions beyond Orpheus 3. Once the crew complete EVA 1, they are allotted a rest period, as the EERM and its descent stage reach the Moon. The crew begin preparing for EVA 2 after they awake to the song "Ain't No Mountain High Enough", as the rover begins its descent to the lunar surface. The landing site is an area roughly 2 kilometers north of the ALSM's location. The astronauts will take a slower pace walk to conserve oxygen until they reach the EERM. Upon landing, the EERM is autonomously rolled off and deployed. The descent stage purges and safes itself, and the crew begin their 1 hour walk to the rover. Reaching the rover, the crew step onto the back, as it depressurizes and allows entry for the astronauts. Hatch closed, the rover re-pressurizes and the crew are able to take off their helmets for a much more relaxing ride back to base camp. Once they have returned to the ALSM's landing site, they disembark the rover, and conclude the EVA by deploying the second and final set of surface instruments. The crew are then given the next 2 days to focus on scientific work on samples and other materials inside the lander, before embarking on Geology Expedition 1. This covers a total of 50km around Mare Crisium, with many stops to collect samples and record data from portable instruments. There are 4 such trips throughout the course of the mission, on top of 3 more EVAs. Each of the 4 trips takes a different direction from the landing site, effectively trying to form "quadrants" of exploration around the landing site, with each GE being dedicated to a quadrant. This leads to a staggering total distance covered of nearly 180km. The redesigned rover holds up exceptionally well, and is definitively a necessary component of Orpheus missions going forward. But after 2 fruitful weeks on the lunar surface, for the crew of Orpheus 1, their time on the lunar surface comes to an end. Departing from the surface on May 26th in the early morning hours back on Earth, they are content in their job well done on the Moon. Rendezvous with ACOV is successful 3 hours later, the crew dock to their spacecraft, transfer all of their equipment and samples, along with themselves, and bid farewell to the ALSM. ACOV then performs a rendezvous maneuver of its own, to reach Tranquility for refueling before the return trip home. Arriving at Tranquility, an anxious 2 hours pass as ACOV is slowly refueled. The fueling job is accomplished by a deployable mechanism on the side of the tanker module that attaches to a fueling port on the service module. The same pressure differentiation process, on top of some assistance from pumps on the mechanism, permits the transfer of propellants. There are two mechanisms and two ports to accommodate the transfer of both fuel and oxidizer. As mentioned, the process takes about two full hours, after which ACOV undocks another 30 minutes later, and gains distance from the station before performing the Trans-Earth Injection maneuver. The cruise back to Earth is rather uneventful, only characterized by a few (just a few) hiccups with ACOV's new navigation and star tracking system, which is largely derived from the Space Shuttle's. The computer which controls the system has a bad habit of shutting down and rebooting itself with even small errors. This will likely be fixed to make it a more robust system before Orpheus 2. Screaming through Earth's atmosphere 4 days later, a gentle thud and blast from the retro rockets concludes Orpheus 1 as ACOV performs the first ever touchdown of a US crew capsule, on the dry lakebed of Edwards Air Force Base. Touchdown, as opposed to splashdowns, are an essential part of reusing ACOV, and will minimize the refurbishment and maintenance necessary between flights. With the first of a new era of lunar missions complete, next up is the all-important first half of the Mars Collection finally arriving at the Red Planet. On May 26th, Mars Scout successfully inserted itself into an elliptical orbit between the planet itself and Phobos, the innermost Martian moon. This orbital location is ideal for planned flybys of Phobos and eventual flybys of Deimos as well. Following it up, on May 28th, the Erikson lander separates from the orbiter stage a few hours before its insertion maneuver, and comes screaming through the Martian atmosphere, before deploying parachutes, and separating out of its aeroshell, making a soft landing on the Martian surface in the Srytis Major region. However there are some major issues... To start, although yes it is a successful landing, two of the instruments immediately fail after landing, one of these being the main television camera on the lander. This means that the Erikson lander cannot return back color images of the Martian surface, on top of the other failed instrument being the internal hydrometer that was to detect moisture content in collected soil from the onboard scoop. Thankfully the rest of the lander is functioning as intended, and will continue to perform the planned scientific mission. The orbiter stage and Mars Scout are also working as intended, and will return their own images of Mars. There is also still a second identical Orbiter/Lander with the second half of the Mars Collection. Keeping the Viking name trend, it is named after the King of Norway during the invasions of England in 1066, Harald Hardrada. The Hardrada mission will launch at the end of 1986 during that transfer window. With these missions out of the way, the rest of 1985 is comparatively sleepy. The headline Galileo launch has been postponed to next year due to an issue with one of the spacecraft's electronic buses during environmental testing at JPL. With that major delay and minor PR crisis, NASA looks forward to a positive few Shuttle missions, as Columbia returns to flight on STS-81E with a new crew to Skylab. This flight ties Columbia with Atlantis for the record of most flights by a single Orbiter, and this race continues to heat up as Challenger and Discovery are not far behind and both seeing regular use. Speaking of Discovery, the next flight just a few weeks later, STS-81F, performs the second deployment of the Long Duration Exposure Facility. Retrieved back in January 1984, it has proven to be a fascinating platform for space science, which pushed NASA to deploy it a second time as soon as possible. This mission is short and straight-forward, concluding successfully after 3 days in space. With all this talk of NASA's accomplishments, the Soviets decide they'd like a bit of the limelight. The world's foremost communist nation has been undergoing quite a lot of turmoil in this part of the 80s. Their leaders keep passing, with Chernenko dying in March of this year. But the newest head of the USSR is different. A man by the name of Mikhail Gorbachev. He brings a new attitude to the world superpower, he stops to talk to civilians on the streets, he is far less threatening and aggressive, and his wife is one of his closest advisors. The Reagan Administration remains weary, but the two are scheduled to meet at a summit in Geneva this November. Politics aside, Gorbachev is supportive of the restructuring of the space program, and pushes them to finally select 2 new robotic spacecraft to be launched by 1991. After much deliberation, they choose the unique route, in order to snag a few firsts. The first spacecraft, Tserera 1, will be a Ceres orbilander (orbiter/lander spacecraft) that will be the first to visit, orbit, and land on the largest object in the asteroid belt. It is expected to be launched by 1989 or 1990 if all goes well. The second spacecraft, Merkuriy 91, will be the first spacecraft to orbit Mercury, the innermost planet. As the name suggests, it is expected to launch in 1991. Both spacecraft are expected to launch on Sokol-K, where its new hydrogen upper stage will be very useful. To conclude the year, as Reagan and Gorbachev shake hands at the Geneva Summit for the first time, NASA holds a press conference to detail its progress on the Magellan mission architecture. It is, in total, a 3 hour long conference, but a summary is published in the major newspapers the next day. Magellan 1 is now NET 1992 Michoud expansion is expected to be completed in 1988 Good progress on early architecture pathways, teams are still submitting designs and refining options Funding is above threshold, no delays expected from budgetary constraints Looking into Japanese and European partnerships Long Duration Skylab Endurance Mission (LDSEM) will be conducted next year to study the long term effects of the transit time to Mars. With this promising update, 1985 is concluded. As everyone looks forward to an incredibly busy 1986. Компонент 1 станции доставлен на Байконур, график запуска остается в соответствии с ожиданиями.
  8. The ranges are all given in proper SI units. 1000 meters = 1 kilometer 1000 kilometers = 1 megameter 1000 megameters = 1 gigameter ...and so on. And yes, you have to use math, because whether two satellites can talk to each other depends on the sending and the receiving antenna. Both matter ingame - just like it does IRL. Two satellites that each have a communotron-88 can be much, much further apart without losing connection than if a communotron-88 tried talking to a communotron-16. In that regard, the wiki for KSP1 is still relevant, because KSP2 reimplements most of KSP1's mechanics largely unchanged.
  9. I honestly love Dres. Sorry if that's a sharp contrast to your beliefs, but I do. I love the color scheme. The light grey (with hints of tan) and that deeper grey contrast very nicely, I think. It also has a "Dresteroid" belt you can reliably find mining asteroids in, and an easter egg on the surface that I think is very fun. I also like Ceres, Dres' IRL equivalent. I think the name Ceres sounds nice. I used to "hate" Dres when all I knew about it was that it's orbit really sucked for transfers. But then I saw the surface first hand, and it's been my favorite ever since. You could say that Moho is worthless as well, after all, it's a small rock orbiting the sun. But so is Kerbin, and Eve, and Duna... And the moons too, Mun, Minmus, Tylo, Ike... Don't get me started on Gilly, though. Talk about your captured asteroids.
  10. "A week in... 10% still playing" https://steamcharts.com/search/?q=kerbal KSP1: 2614 KSP2: 379 JNO: 88 Just now. What can we learn from that ? I don't know exactly, but it would certainly be helpful to come to a common denominator if everyone would listen to the arguments of the others and think them through. Otherwise, we'll end up at the level of a politician's talk show, where it's all about pushing through one's own views, regardless of the arguments. For me, this is first of all information. Overall, the numbers are quite manageable, then about 8 times as many players have started KSP1 via Steam as KSP2 and Juno: New Origins is in another, even much smaller league (for example). Counter-Strike: Global Offensive: 1 169 142 for comparison... one million... to three hundreds and some brave... Does it matter if we launched it with or without Steam ? So, we are a small, very exclusive community, we should all stick together ;-)
  11. My interpretation of "weeks, not months" was always "it'll make sense to think in terms of weeks instead of months". It's only beyond about 10 weeks where talking about months makes sense. I come from an engineering background where communicating about schedules in weeks is pretty normal, but I don't think that it's an unusual way of speaking. Going down the scale, lots of people would say "10 days" or even "15 days" before just rounding to weeks. And up the scale, people talk about the age of babies in months up until almost 30, in my experience.
  12. Lol you're one to talk about arrogance, I'll defer to your expertise on this. Btw after that shameful post from asdii and your behaviour, I'm done with these forums. The game speaks for itself at this point and watching KSP2 RUD only has so much entertainment value.
  13. Where can we see the technology that will allow KSP2 to make colonies and other stuff better than if it were implemented in KSP1? There is only talk that for those features that we were shown in the 2019 trailer, the KSP1 core would be too weak. But where is the advancement in the core of KSP2, which will cope with these features better?
  14. Unless they didn't initially plan on having interstellar, planning on reusing the KSP 1 codebase would have been a decision worth criticizing. I'm pretty ignorant on this stuff, but if you read the dev blogs, they certainly talk as if the terrain system, colony stuff wrt. supply routes and background processes, and physics resolution at interstellar scales are each deeply challenging technical problems which require rewriting fundamental code. In fact, I remember the reasoning behind KSP 2 being, originally, according to STG, created was that the KSP 1 architecture was insufficient for substantial further improvements to be made. In other words, redesigning core functions was synonymous with the development of KSP 2 from the project's inception. I currently doubt that their intention was ever to, "[make] a big enough expansion to KSP to sell it as a new game, but still, fundamentally, on the same tech, recycling much of KSP code and art." Personally, if I had to guess, I would guess that this is the way it went, or that the scope never changed, and it was ambitious from the beginning. Again, I'm guessing. I agree, I suspect it was started from scratch. But, as stated in my prior points, I think it wasn't obvious at all that the initial project had to be scrapped, prior to the new datapoint of the EA release. In fact, looking in from the outside, as you mentioned in your post, with a delay only until 2021, the most reasonable conclusion was that (and the stated reasons at the time were that) a combination of COVID and corporate stuff had slowed progress on the build of the game that was supposed to be released in 2020. This is a fair point. However, the mere fact that the screenshots from 2020-21 were lackluster is not evidence that KSP 2 was initially supposed to be a KSP 1 reskin. It could also be a signal of incompetence/over-ambition of the dev team at STG- many of whom transferred to PD and are still working on the project. For this reason, the history of the development of KSP 2 seems important. I never said I considered it to be "going well." Only that, as a statement of fact, it is possible that the game could release in two years, and it wouldn't shock me. It is possible for people to have opinions in between "Everything is going fine and as expected," and, "The recked development of KSP 2 will lead the world into nuclear war." Eek. Saw this.
  15. Have you seen the KSP2 / GDC talk? There is a brief portion where they discuss HDRP & CBT. I'm curious as to what you think now that we've had several weeks. Can they do HDRP independent of the CBT work - or do they need to do both together? @RayneCloudany thoughts?
  16. I have to say, I had a similar feeling this week. I laid down KSP2 for almost two weeks to get into a fresh mindset. The bugs hit harder and the wonkyness was more annoying (especially noodle rockets, good grief...) And of course I couldn't take it easy, I attempted an Eve return mission. Will talk about more on that soon on my channel, because in my opinion the game really makes it unnecessarily hard at the moment. I did land though. Or rather, splash down.
  17. That's reaching a bit. I don't think STG started out making the same game that the Intercept did. It's hard to say precisely at what point the scope went from, "We're making a big enough expansion to KSP to sell it as a new game, but still, fundamentally, on the same tech, recycling much of KSP code and art," to "We're reworking every game system, building a new art pipeline, and will need completely new code and assets for KSP2." I'm obviously guessing a bit on the specifics and even more on the timeline, but it seems that when STG were contracted around mid to late 2017, it was the former, and by some time in early to mid 2020 the game was with the Intercept and it was scoped to the latter. If the scope was already rapidly changing by late 2018 to early 2019, yeah, STG completely dropped the ball on getting their act together, communicating needs for significantly more resources and development time, etc. If the scope only started changing around E3, possibly just weeks or days prior, it's much more hazy, and it's easier to excuse STG, shifting more of the communication blame onto PD. But the latter might have been restricted in what they could say at the time if they were negotiating with STG for the scope expansion. We know that STG was trying to get more funding and dev time from PD by late 2019. I have no idea how reasonable their requests were, and we were still in the dark at that point, but the outcome is known. Negotiations broke down, STG got the boot, and Intercept was created. So, while I agree that there was a failure at some level, saying that STG was doing a poor job of making the game they initially set out to make might be unfair. We don't know what that really looked like, and we might never know. That wasn't the game that was eventually made, and whether the quality was a factor, or if it was entirely just a matter of PD deciding on massively expanding the scope of the game, is not clear from the public information we have. I understand if it wasn't obvious at the time. I work in games, so this might have been more clear to me than general public as soon as the first concepts screenshots of WIP started dropping from Intercept in late 2020 - early 2021, and I had absolutely no expectation of the game coming out any time soon back then, but to everyone else, yeah, maybe the ETA of late 2021 release sounded reasonable. And the fact that it wasn't communicated then is definitely a misstep in my opinion. But in retrospect, now that we're seeing an alpha build being released as early access in 2023, I think it should be pretty easy to look back at the info that was available about the studio shakeup and realize that, yeah, Intercept basically started the work from scratch. Like, a lot of the detail is missing, but I don't see a need for further explanation of why the game is so late. Some sort of an explanation for why it wasn't communicated clearly right away? Sure, that'd be nice. Don't think it's happening, though. Corporate doesn't like to talk about such things. (And in some cases can't due to legal restrictions.)
  18. The point is everyone needs a break but it would be wiser to not talk about logging off for a well deserved break after a launch that went less then ideal, to say the least.
  19. Taking a vacation while in dire straits might be a trait associated with games that have low review scores. Maybe it's better some developers don't talk to the fans...
  20. "How dare the developers do anything other than what I decided is the top priority for them!" - Wait 'till you find out that some of them took a vacation after shipping early access, because they were stressed after trying to get the game into as good of a shape as they could. The scandal! I am always amazed by the entitlement in the gaming communities. If anyone ever wonders why most developers don't spend time talking with the fans, this is basically the reason. Even if you find it amusing, it gets old after a while. For the record, conferences are the most important thing we do in the industry as an industry. Certainly trumping a couple of days of work on bugs and features for a few of the major conferences throughout the year. That is one part of game development that continues to work more like academia than an industry, and where the ideas, successes, and failures are shared freely. It's the greatest source of learning for the team. And having access to a right talk can save a studio months of R&D. Every developer is happy to give back to that pool of shared knowledge, because without it, we wouldn't be able to create games that we do.
  21. I found the 'Lighting guy's part of the talk interesting; his initial math-based solution annoyed the artists because Moho was too bright/washed out and things around Jool too dim. Only, later in the video he talks about the 'not having access to the HDRP tools'. Would that have any impact on leaning towards more physics in lighting design? (I write this aware of their caveat that little in Nature would make Jool green, but they wanted to keep that). Or are they likely to simply tweak things to keep the artists happy, rather than trying to play around with reverting to a more realistic model?
  22. JUNE 19TH, 2031 - AURORA 7 The ESA sets out to redo the mission plan of Aurora 6, just to prove that their technology is reliable. But one thing that was proved from last flight was that the Ariane 6 is old now. No more are in production. As payload sizes increase, the Ariane 6 becomes more and more obsolete. This may be the last manned flight of the Ariane 6, and perhaps its last use in the Aurora Program. The ESA needs to make a new design. A better design. A new design has already been in the works. The ESA has told the public to be on the lookout for that... Now, to talk about the flight itself. The flight plan is the same as last time. Go to the Moon, land on it, and return back to Earth. Simple as that. Let's meet the crew who will preform Europe's next Moon flight. First, we have a French astronaut named Laure Guillory. She's an experienced commander, having flown on a mission to one of NASA's space stations. Next, we have German astronaut Matthias Maurer, who's flown to the ISS before on SpaceX's Crew-3 mission. Then, we have a Danish mission specialist named Hilmar Davidsen. He's a new pilot on this flight, and this will be his first spaceflight. Finally, we have a surprise guest aboard a flight. A Chinese pilot named Zhihao Hsu. China had come to the EU, asking if maybe they could buy a seat on Aurora 7. Their lunar program hadn't been doing well, with several setbacks. They had only just launched their Long March 7. Now, China's about to have their first man on the Moon. Ignition! Liftoff! Booster sep Stage 2 ignition Orbital insertion burn With Aurora 7 in LEO, all of the usual things take place. Solar panels are deployed, ground stations are connected to, and other such things (what did Apollo do in this case?). Maneuvers are set up, and the crew start their TLI burn. TLI burn The crew separate the AUS, and coast for 3 days towards the Moon. Lunar braking burn When in orbit, the crew decide to get a shot similar to the Earthrise picture taken by Bill Anders around 75 years ago. When taken, the public calls it "Earthrise II". Not a creative name, but good enough for what it emblemizes. The crew set up their maneuvers to dock with the ELLV-1. Within 40m of the lander After one more orbit of the Moon, the crew transfer over into the ELLV-1. The descent down to the lunar surface is quite smooth. so smooth I forgot to get a screenshot of it. At least the initial descent. But I did get screenshots of final approach. Touchdown! Laure Guillory steps out of the lander, and begins her climb down the ladder. After she steps foot on the Moon, she's quickly followed by Hilmar Davidsen and Zhihao Hsu. Laure plants the flag of the EU, and the crew pose for the flag shot. Hilmar spots something interesting out in the distance, and goes to check it out. Turns out, it's a very large rock. He decided it'd have some value to science, and he decided to get a sample of it. The crew spend about 4 hours walking around on the lunar surface. But before they know it, they have to get back inside of the lander. One by one, they climb up the ladder back inside the spacecraft. They spend another day on the surface, resting and getting lander systems online. And not long after all systems are active, the crew fire their engines for liftoff back to ACTS. Liftoff! The crew dock with ACTS, turn all of the lander's systems off, and then separate the lander. Aurora 7 then burns its engine for Earth. Drogue deploy Main chute deploy Touchdown in the Accona Desert!
  23. This has always been an area that’s interested me. Ancient History is just such a fun thing to learn, and something I want to more about. In this thread, you can pretty much talk about it and have discussions about it. Just please don’t get political about it. People have done it in real life. I guess I can start us off. There’s evidence that the Indus Valley Civilization is older than Mesopotamia.
  24. R-7 Vostok had an additional upper stage. https://en.wikipedia.org/wiki/Atlas_LV-3B Numerous improvements of SAS, controls, electrics, other systems, and just because the military Atlas D was a frighteningly bad rocket exploding too often. This doesn't affect delta-V. Even if so, the engines origin doesn't play a role. The talk is not about the NK industrial abilities (which still look rather better than the SK propaganda tells). Most of ICBM have ~11 000 km range. 15 000 is significantly greater and closer to the LEO needs..
  25. No real surprises in this talk. A lot of what they ran into are the sort of things many teams working on large, open world games have been finding, with a caveat that because the world is spherical, Intercept had to re-implement a lot of the tools from scratch. (Having worked on an in-house engine that went from canned maps to open world, I'm pretty familiar with all the rakes hidden in that tall grass, as we had to make similar kinds of tools for our teams.) Things that was a bit unexpected for me is how often the Intercept went to more artist-tunning over more physics-based parameters for lighting and scattering. This isn't strictly good or bad, but I would have guessed Intercept going more towards physics on that. Might be good news for modders. Want some really wacky color combination for sky and sunset colors? Just change some of the atmospheric parameters to the desired colors. Nothing in the game, apparently, is going to stop you because that combination is non-physical.
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