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  1. Worth listening to, interestingly Matt reached out to Nate to ask if he could say anything and he more or less just said what the others have been saying; "Can't talk now, maybe later".
  2. When assign blame you have to look at those in key roles.. that why certain individuals have a tendency to shoulder a disproportionate amount of the burden for failure. Nate was the face of this product, for better or worse. I believe he genuinely thought this game would succeed bc the community would be impressed with his awesome vision, so much so that we would be willing to excuse ... certain deficiencies for extended periods of time. When everyone wanted something substantive be the foundation of all those "oooo... purdy!" It kind of fell apart a little. I understand the need for visual aide and demonstrative presentations, but you must find balance. When you hear people say things that are not accurate... they absolutely are going to get some blame for their misinformed position. If they say innacurate things without any clarification to those inconsistencies.. it seems willful. Regardless if that's the case.. the perception starts to shift to one of being intentionally misled. "Fully Funded" - massive lay off "Playable at Launch" "Actual Play Footage" These are what started to turn me off of Nate. Enthusiasm without Substance. I try not to watch any videos with him in it because of this bias. Regardless of what's really going on.. I can see some deceptive marketing material as anything but disingenuous now & view him a smarmy Narcissist. I can't help it.. I wanna be a better person with less judgement in my heart. But loading a bunch of visual content on a liquid poor foundation of code while the community that built the franchise was highly intelligent professional and gifted youths.. I had a step dad who was shaddy as he'll. He was a handyman that took jobs and never completed them.. boy he could talk a great game. I dispised his behavior growing up.. ans seem to now see him when I look at Nate. Sorry can't help it... Community Managers however were not to blame. A thankless job that was impossible to do, bc the proper tools (info) was not provided or allowed to be released.
  3. Yes, Nate also said that this parallel workflow was speeding up subsequent releases versus the cadence of bugfixes... and that didn't happen, with 2 proposed bugfix releases before colonies having failed to even show up let alone have a date for the first one 4 months down the road. That's what I mean with "don't exist": They weren't there, even if under "muh parallel development" they were supposed to start working on stuff as soon as FS! left the dock. Once again, all they could show from colonies was static assets on editor scenes., same kind of hot air they were showing before release saying they had a full game. Allegedly, and that being considered only as a way to have some compassion to their work. Even if this is something they've actively denied and the people working on whatever was scrapped was... themselves still under the same leadership. Sure you could talk licenses, but it's useless if we don't know how much really was lost, that's a magnitude order more conjecture than whether KSP2 is currently dead. This + things like using the same middleware, and hitting the same walls as the prequel with the fuel flow calculations were heavily worrying.
  4. KSP 1.12.x Kerbal Atomics [1.3.3] Last Updated January 22, 2022 This part pack is designed to provide some new nuclear thermal rockets for your spaceship-building pleasure. There are eight new engines, one in the 3.75m size class, four in the 2.5m size class, two in the 1.25m size class and one in the 0.625m size class. They are fuelled with LiquidHydrogen, and in some cases can use Oxidizer to boost their thrust at the cost of specific impulse. Liquid Hydrogen is less dense than liquid fuel, so for the same Delta-V, you will need more tank volume. To store your liquid hydrogen fuels, I've provided ModuleManager/B9PartSwitch configs that allow you to change the contents of stock tanks between LF/O, LH2/O, LF, O and LH2. These should work with most mod tanks, but no promises. However, Liquid Hydrogen is very temperamental and without the proper storage it will slowly evaporate ("boil off"). Therefore, I provide special cryogenic tanks bundled with the mod, that use a small amount of Electric Charge to stop the evaporation. This mod is designed to synergize well with Cryogenic Engines, and with the various Near Future Technologies mods I make. It is also fully integrated into the Community Tech Tree. Full Screenshot Gallery Frequently Asked Questions Q: RealFuels support? A: Talk to RealFuels people, not my issue. Q: Oxidizer isn't LOX, it's something else! A: You are completely free to do whatever you like and change it Q: How do I stop the engines from using LH2 and use LF instead? A: Install the NTRsUseLF patch in the Extras folder. Q: Why can't I refuel the Emancipator? A: It's a cheaty engine. It has a disadvantage. If you want to refuel it, you need to download NF Electrical and install the high complexity reactor integration patch. Licensing All code and cfgs are distributed under the MIT License All art assets (textures, models, animations) are distributed under an All Rights Reserved License. All bundled mods are distributed under their own licenses. Download Mirrors Primary (SpaceDock) Secondary (CurseForge) Tertiary (GitHub) Issue Tracking and Source If you appreciate this project, please consider contributing to my caffeine addiction! I really appreciate it, and also helps justify this time sink to my wife , which results directly in more models.
  5. Yeah, it's not so much about how much money the studio can make, but about how much money it can be making in the nearest future. If a studio made a ton of money in the past, but has just released a game and will release the next one in 3-4 years, they'll still get the axe. The problem is that over the past few years, borrowing money was basically free for large businesses. If you weren't borrowing to open up a studio and spin up another project, you were leaving money on the table. Over the past year and a half or so, the fed rates climbed to a fairly high level. Suddenly, all these studios aren't free anymore - you're paying significant interest against the money you've borrowed, and anything that's not generating revenue right now basically becomes a significant drain. Consequently studios get cut left and right despite the publishers taking in a lot of money from sales. The only real conclusion we can make about the IG situation is that nobody expected them to release a polished, revenue-generating game within a year or so. And we sort of knew that from the state of Early Access. There's a game there, but it's not ready for the main marketing push, and won't be ready soon enough to offset the ongoing development costs if you have to pay interest on it. It's hard to say what exactly this means for the future of KSP2 without looking at the overall cash flow of T2, and hey, look at that, earnings call is coming up in a few days. They'll probably talk about IG and R7, but even if not, based on what they have in flight, what's bringing in money, and how much is going to the studios they currently have operating, we'll be able to get an idea of how much money T2 has to spend on smaller projects. Two likely possibilities is that either a) they've cut enough to have a small stream to afford a smaller 3rd party studio to take on KSP2 or b) they are waiting for some upcoming releases to bring in more cash. At the latest, we're looking GTA VI release, as that will inject a lot of capital to spend on other projects. That would mean development resuming in 2025-2026, though, with v1.0 coming in in 2026-2028? But unless the game just straight up gets canceled, which right now it doesn't sound like it will be, that's the worst case scenario. A lot of things can speed it up, and there might be a smaller studio PD is already talking to in regards to KSP2. We should have some idea soon. There is a grim possibility that KSP2 is already effectively canceled, and T2 just didn't want to make the announcement before the earnings call. In that case, we'll also know about it soon. I don't think it's the most likely scenario, but I'd be remiss not to acknowledge it.
  6. After playing modded KSP with RP-1 and watching For all Kerbalkind i thought there should be more RP-1 related videos. So i came up with an idea a KSP RP-1 project that is based on For all Kerbalkind Each player takes part as their own organization/nation together or against each other Trading vehicles/kOS for money/honor/science, other services, to help noob advantage: functioning vehicles of others (grab and go), help and experience of others, own difficulty if necessary Pro advantage: "sale" of vehicles, kOS scripts and information, play with/against each other (BD Armory? ), own difficulty if necessary My thoughts so far: How is this supposed to work as “multiplayer”? Everyone plays their game with the others or "in the dark" and at a certain interval the players share their intermediate results What kind of interval? an in-game period that we discuss together (e.g. 1 year) What kind of intermediate results ? At least rough information about what you send into orbit and above, as an overview/information for the others would be nice (or to sow envy and resentment ) What do I need to participate? RP-1 Express, at least 1 intermediate results per interval, joy of playing How should trading work? Send craft files to others via file sharing (discord? or at least you know email?) How should I get/lose money/honor/science from others? alt + F12, you know? That should be a fair play with/against each other? Like many things, it's just based on believing in others. E.g. that your boss pays you or that your partner really doesn't cheat Do I have to upload videos? Nope, it's ok if you're just a part of the project Do I have to share my vehicles/kOS? Nope, if someone wants to include your vehicles in their game (e.g. what's going on in orbit) they can also use placeholders (e.g. a probe) Do I have to play as much as the others? Nope, it doesn't have to be a head-to-head race at all times. How many events/secrets from the past are only coming to light today after all this time? Darn it, do I have to wait for the others now? Nope, hand in your intermediate result and if you don't care about the others then carry on playing, totally ok you pioneer But I want to upload a lot of videos/make money with all of this? Welcome to the free world, no one is stopping you I want to play as nation/organization XYZ! Whoever comes first... but talk to the other player, maybe you can move forward as a partner/rival/alliance. we were divided once too (BRD & DDR) I want to play with additional mods! gladly, it doesn't influence the others (except possibly traded vehicles) I want to integrate other people's vehicles, how? Either take a placeholder (probe) or ask the others about their crafts and cheat into orbit (Alt + F12) I don't understand anything but I still want to participate ... breathe deeply, very calmly. one step at a time, Rome didn't fall in a day (Wiki and Installguide) I'll never be able to keep up with the others! totally ok, since space travel began only 4 nations have made it safely to the moon, maybe someone is interested in cooperating? But I'm much better than those suckers! hand in your intermediate result and go ahead and lead our world to new shores, for Shine and Glory! I've only just seen all of this, am I too late O.o?! Nope, e.g. early German space travel: V-2, 1942 (first object to cross the Kármán line); first German satellite, at the end of 1969 by a US rocket ... Do we include all of each other's vehicles in the game? we can, but we don't have to. Yes, we can say we are not interested in other nations, it's up to you Did you drink paint? only if there is one standing around Either way, I'll give it a try in the future, even on my own if I have to would you be interested? your opinion on this? let me know in the comments ___________________________________________________________________________________________________________________________________________________________________________________________________________________________________ Nachdem Ich RP-1 gespielt und For all Kerbalkind gesehen hatte, dachte Ich es sollte mehr RP-1 bezogene Videos geben. Also hab Ich mir da was überlegt Ein KSP RP-1 Projekt das an For all Kerbalkind angelehnt ist jeder Mitspieler nimmt als eigene Organisation/Nation teil zusammen oder gegeneinander Handel von Fahrzeugen/kOS gegen Geld/Ehre/Wissenschafft , andere Dienstleistungen , zur Hilfe noob-Vorteil: funktionierende Fahrzeuge der anderen (übernehmen/orientieren und go), Hilfe und Erfahrung der anderen , bei Bedarf eigene Schwierigkeit pro-Vorteil: "Verkauf" von Fahrzeugen, kOS-Scripten und infos , mit- / gegeneinander spielen (BD Armory? ), bei Bedarf eigene Schwierigkeit Meine Gedanken dazu bis jetzt: Wie soll das als "Multiplayer" funktionieren? jeder spielt mit den anderen oder "im dunkeln" sein Spiel und in einem bestimmten Intervall teilen sich die Mitspieler über ihren Spielstand aus Was für ein Intervall? eine ingame-Zeitspanne die wir gemeinsam beraten (zb 1 Jahr) Was für ein Zwischenstand? zumindest grobe Angaben was man in den Orbit und drüber schickt, als Übersicht/Info für die anderen wäre doch ganz nett (oder um Neid und Missgunst zu säen ) Was brauch ich zum mitmachen? RP-1 Express, zumindest 1 Zwischenstand pro Intervall, Spass an der Sache Wie soll der Handel funktionieren? Craft-Files an die anderen per File-sharing schicken (Discord? oder kennst doch zumindest eMail?) Wie soll ich Geld/Ehre/Science, bekommen/verlieren? alt + F12, kennste? Und das soll ein faires Mit-/Gegeneinander werden? Beruht wie vieles nur auf dem Glauben an die Anderen. zb dass dich dein Cheff auch bezahlt oder dein Partner wirklich nicht fremdgeht Muss ich Videos hochladen? nö, reicht doch auch so wenn Du teil des Projekts bist Muss ich meine Fahrzeuge/kOS teilen? nö, wenn jemand deine Fahrzeuge in sein Spiel einbinden will (bsp was im Orbit los ist) kann man ja auch Platzhalter (zb Sonde) nehmen Muss ich so viel spielen wie die anderen? nö, es muss ja nicht zu jeder zeit ein Kopf-an-Kopf-Rennen sein. Wie viele Geschehnisse/Geheimnisse von Früher kommen nach all der Zeit erst Heute ans Licht? boar, muss ich jetzt auf die anderen warten? nö, gib dein Zwischenstand ab und wenn dich die Anderen nicht jucken dann spiel weiter, vollkommen ok du Pionier Ich will Videos hochladen/mit dem ganzen Geld verdienen? Willkommen in der freien Welt, es hält dich niemand auf Ich will als Nation/Organisation XY spielen! Wer zuerst kommt ... aber rede mal mit dem Anderen, vielleicht könnt ihr als Partner/Rivalen/Allianz voranschreiten. Wir waren auch einmal Entzweit (BRD & DDR) Ich will mit zusätzlichen Mod´s spielen! gerne, beeinflusst die Anderen ja nicht (ausser evtl gehandelte Fahrzeuge) Ich will die Fahrzeuge der Anderen einbinden, wie? entweder ein Platzhalter (Sonde) nehmen oder die anderen nach ihren Craft´s fragen und in den orbit Cheaten (alt + F12) Ich peil garnichts aber will trotzdem mitmachen ... durchatmen, ganz ruhig. Ein Schritt nach dem anderen, Rom ist auch nicht an einem Tag gefallen (Wiki und Installguide) Ich kann nie im Leben mithalten! vollkommen ok, seit Beginn der Raumfahrt haben es nur 4 nationen sicher zum Mond geschafft, vielleicht ist ja Jemand an einer Kooperation interessiert? Ich bin aber viel besser als die anderen Nieten! gib dein Zwischenstand ab und go ahead und führe unseren Welt zu neuen Ufern. Für Glanz und Gloria! Ich hab das alles jetzt erst gesehen, bin Ich zu spät dran O.o?! nö. zb frühe deutsche Raumfahrt: V-2, 1942 (erstes Objekt über der Kármán Linie); erster deutscher Sattelit, Ende 1969 per US-Rakete ... Binden wir alle Fahrzeuge der Anderen ins Spielgeschehen ein? können, müssen Wir aber nicht. Wir können ja sagen Wir interessieren uns nicht für die anderen Nationen, Dir überlassen Hast du lack gesoffen? nur wenn welcher rümsteht so oder so werde ich das in der Zukunft, auch alleine wenns sein muss, einmal probieren hättet ihr Interesse? eure Meinung dazu? lasst es mich in den Kommentaren wissen
  7. A digression about Factorio has been moved here. If you want to talk about that game, please take the discussion there.
  8. Right. That's how business works. T2 will say nothing more until then, and there's no-one left at IG who is a position to talk: anyone still at their desk will be focused on tying up the loose ends and under a strict NDA. So - sad to say, but we have to twiddle our thumbs for at least another week.
  9. TBH I do not understand this kind of stuff. A lot of people here talk like "the community" is a magical thing. I have read a lot of stuff how "this community is not toxic" or something. This community is not a static thing and changes because of external influences. Like the development of KSP2. Honestly the amount of praise "the communitiy" is giving themselves over here is next level cringe. And feels totally out of touch with realitiy.
  10. The problem is that correlation between studio doing a good job with the resources they have and the revenue math is negligible. I mean, it's possible to very clearly and unambiguously be bad at things. If you took publisher money and went on a drinking spree and had absolutely nothing to show for it, yeah, sure. But drawing the correlation the other way, from failed projects to the quality of the team overall, is pretty much statistical noise. In practice, a lot more is determined by the conditions of the project and the IP. Did PD trust your project enough to give you a budget to hire the best people in the field? No? You're kind of boned. People the Intercept hired for physics were just out of academia and had very little game dev experience. They were good at physics, but very, very green in games. Networking engineers they had also never had to work with a game like KSP2. I don't think that's because Intercept just didn't know how to find talented people. They didn't have the budget to hire people who could hit the ground running on absolutely everything. Finally, the engine. The only reason it's a Unity game is because heavy reuse of the KSP assets and code was promised by Star Theory, like, seven years ago, and it's been sunk costs ever since. That limits people you can hire to a specific set of skills, because you make certain kinds of games on Unity, and they aren't KSP. It's a big part of why Intercept ended up having to hire modders. They knew how to work with Unity, how to make things for KSP, and they were probably within budget. Clearly PD wanted to make a game cheap. And the ambition they were sold on was not of a cheap game to make. Not a lot of it is on the studio that was created years after the decisions were made. Some of it is on the people who were at Star Theory from the start, but the majority of it has been PD decisions on how much they value the IP. And the game was still happening. It was a buggy mess, it was wildly off schedule, but we were seeing a game being built. Just not fast enough. Not selling enough EA copies. Not getting glowing enough reviews. Given the same constraints, I don't know if it was possible to do better. You can make a strong argument that people who ended up in charge of the Intercept should not have attempted to make KSP2 with these constraints. And, yeah, maybe? But to say they are a studio that deserved closing more than another studio because they decided to try is at a minimum a very cynical thing to claim. And I would argue unfair. And then there are so many factors on top of that. It's not just about money you've earned it's how much you're going to earn soon. Again, Tango Gameworks are a great example. Hi-Fi Rush went above and beyond. Critical success, glowing user reviews, and it recouped its development costs several times over. Studio gets shut down. At the same time, the studio working on Fallout 76, whose beta launch makes KSP2 EA look good and who are running a bill tens of times higher are allowed to keep going. Because they are maintaining a title that continues to make money, and Tango Gameworks would have to start working on another game that will maybe be as successful as Hi-Fi Rush four years from now. So a studio that performed great got shutdown, and a studio that's been making mediocre work, taking years to put 76 back on track and massively over budget is allowed to keep going. It ain't about the the studio's performance. It's about the resources, and IP, and a type of project, and what the higher management thinks it means in terms of revenue over the next couple of quarters tops. There are additional considerations and backroom talk that makes me think that some of the criticism towards Intercept leadership is deserved. But I would not have drawn this conclusion purely from how the development of KSP2 has been going. Knowing everything we've learned about the project over, eh, 2023 or so, they were always going to have to fight uphill. Some of it through more thorns than another studio, perhaps, but I have no reason to believe that any other studio working on the same budget would be able to make KSP2 good enough to not be cut at this point. And that's all that matters here. The rest is fluff and victim-blaming. [snip]
  11. I totally agree, had another post above that Moonship was oversize for the initial landings. Now I would use another Moonship with an orbital module for the orbital moon station, it would be an fuel depot and even an rescue ship. But the BO lander is probably more practical but might likely more expensive / slower, SpaceX is testing Starship. Yes New Glen is less ambitions but its not SS more like falcon heavy as I understand. So you use your 18 wheel truck to buy an burger as its cheaper / faster than other options like taxi or meal delivery services. You obviously want SS for the base, they should also be pretty easy to turn into base modules. Then the talk ISRU and hydrolox become more relevant again.
  12. Somebody had already ninja'd me on Reddit. But what about her box with husband's things. A pair of very small boots, and something like "He was fond of caring of this, could talk about them for hours" (at least in translation). Was her husband a leprechaun?
  13. Well, truth be told I may be taking a little shortcut. We're getting close to whatever the end is, and frankly it's just more efficient if the main people who need to talk next can do it in the same room. Especially when getting visual effects right can mean an hour of flying people around in jetpacks, dealing with helmet bugs, and trying to orient bridge sets sunny-side up for better lighting etc., for just a couple of panels. If there's any concern about continuity etc., well I did hang a lampshade with the thread title. I was considering having Evil Bob throw even more snark than his "abusing crew transfers" comment by pointing out that the "turbolifts" are just part-clipped lander cans, and why couldn't he just transfer into a docked landing craft? Well if he could do that, why did the boarding parties have to burn through bulkheads etc. to get aboard? I'm certainly not going to explain it! This is why the author's crew compartment is as well-stocked with lampshades as KSP craft are with flags and EVA propellant. Who's to say? A couple of thoughts from a similarly mirrored situation: (1) It is far easier for civilized [kerbs] to behave like barbarians than it is for barbarians to behave like civilized [kerbs], BUT, (2) ruthlessly evil or not, it is possible to be a "[kerb] of integrity" in more than one universe.
  14. The $20M is for just the launch, not the payloads. Several years ago, a SpaceX engineer giving a talk at a conference said their marginal internal cost was ~$25M a launch (I posted the vid here at the time, but it was pulled down—possibly because he talked about those numbers). This was long before they were flying 20 times+, and before they recovered fairings much if at all. So $20M seems pretty reasonable as a current ballpark.
  15. This is something I and others said multiple times throughout EA. I think a lot of anger at the communication/CMs was misplaced disappointment with the development speed. If the game was fun and developing quickly they could’ve talked as much or as little as they wanted. You don’t really need to have a big dev interview once a month if there’s a content update once a month to show what the devs have been up to. A KERB update post is easily replaced by weekly patches with detailed patch notes. Then they can talk a lot, nearly not at all, be sassy like the Wendy’s Twitter, be very proper or whatever other style they want and it wouldn’t really matter. The frustration always stemmed from this being the slowest progressing EA game I think any of us have ever played. With the devs not active (for the most part) interacting with the community that frustration was expressed to the CMs, and eventually it became (unfairly) frustration at the CMs.
  16. Did you really put the "Terrain Implementation" along the Pros of this game ? Damn, it looks so aged, so outdated, so clunky, so weird, inhomogeneous, unaesthetic, etc. Especially with the harsh lightning which got quite improved by the last Blackrack efforts, but I find the terrain to be so 2015, technically speaking, and very not beautiful as an art decision (which is more personal opinion). The only way to get it "OK-Ish" is to compare it to Stock KSP1. But doing so, well, I won't elaborate further, it is nonsense to me as it's just the literal bare minimum. Terrain is very precisely what I was expected the most, because it would mean a LOT for this game, even gameplay wise, with proper collision, scenery, landscape to discover, etc etc, I've already repeated that so many time and now there no point to get to it again. Really, terrain and scenery is the key for a proper KSP2... Everything else fade out compared to what it can bring to the table. Look at the trailer again if you want to talk about it, I don't find much people sharing my opinion so I would gladly elaborate again, finally, if there is some people who want to debate that subject.
  17. So I have a question. The financial call for TT happens on the 16th. People here talk as if it is a public call people can listen in on. Is that the case? If so, how do we listen in, and at what time? My assumption is that we can't, but that the call is made public shortly after it happens. If someone can confirm this, I would greatly appreciate it!
  18. I am going to start my comment with a question for the CMs and then I will go into my further suggestions My question to the CM comes from the conversations that @Nerdy_Mike was having in the discord, he was talking about the roadmap and how development will follow it and all milestones will be fulfilled. This is obviously great news long term as we will get all that was promised on that front. I also remember many instances where CMs have talked about the ideas of polls and wanting to them but not knowing how to go about doing them correctly. I think some polls that will work are ones about which things should come first, meaning that the "losing" side of the poll will still know they will get the content they voted for. Anyways, my question is would KSP2 ever consider making a poll for if Recourses should come before Interstellar? I ask this because there has been a good amount of people talk about their concerns about not having resources when colonies drop and then having to wait until after interstellar for this feature. @Dakota and @Nerdy_Mike, I would love an answer to this question so I know whether to keep voicing my concerns about this subject or if I should use my time more wisely on commenting on other aspects of the game. I understand that there are reasons that would make these decisions out of your control or if this just plain is impossible with the current development process. I would love clarification on this. Alrighty, now that that is out of the way, I'll give my ideas towards communications: (Note) I think the major thing that is frustrating the community is that we just don't know what is going at all, this both goes for colonies and the next patch. I understand there are powers that be that keep you from giving information about colonies very often, so I'm going to focus on communications patch-to-patch 1. I think a good idea could be a "next patch bugs squashed counter" (the name needs some work ) somewhere on the forums that updates each week. You wouldn't even need to put in a bunch of details about the bugs, just a range based on the current "dev-version" of the game that is being focused on to give an idea of progress in development to the community. You could put a disclaimer that the number can fluctuate upwards and downwards because of different "dev-versions" of the game being considered the focused version, or because some changes broke something and now you are fixing those things while keeping what the original change fixed (this is what I imagine is happening right now and why its taken a while longer for this patch). Anyways I think this would be good because then the community would have a constant feeling of progress as the weeks go on. 2. I think more engagement in the individual forums would be nice, not just when we ask but kinda closer to how the interactions on discord are. It would be nice to see everyday at least one thought given on a thread somewhere about something. It wouldn't always have to be serious stuff either, right now I am realizing a lot of the community gets a bit upset at the "joking" and more "fun-oriented" posts being made right now but that is more because they don't have much communications and want quality/qualitative posts when they happen. After getting over the hump, and when seeing CM posts are much more common, then the forums will feel more like a conversation with CMs than complaints to them constantly. Really just like once a day would be enough, even if half are joke/fun posts. 3. I think that suggestions or things that CMs cant talk about should not be met with radio silence, but instead with a "heard*" or a "there is no information we are able to give right now*". This would give us more communication and make it feel like we aren't just talking into the void hoping that something sticks. (the * would be to indicate that these communications are not a direct "this will be in the game" or a "this will not be in the game"). Anyways these are my thoughts on improvements to the current communications (as far as patch to patch goes). All of these suggestions/criticisms come from a place of respect and excitement for what is to come next both in the game and in the community.
  19. Nice, I didn't see any other obvious install issues. I don't really know much about the B9 error, but your log is way cleaner. Hopefully someone else can help pin down the specific error. Personally, I'm side-eyeing IFS just because I hear so many people talk about incompatibilities with it, but I don't have an experience with it myself.
  20. First post on here in a while. Wish it was under better circumstances. To be clear: as of the writing of this post, KSP 2 HAS NOT BEEN OFFICIALLY CANCELLED. Mostly, this is a response to a phenomena I've noticed a lot on this forum: people making statements to the effect of "They promised us they would finish the game, isn't this some kind of breach (possibly even legal)?" Some people are talking about lawsuits, others about refunds. The fact is, early access games are always a risk, both for the publisher as well as the customer, even when they are being developed by a major studio. KSP 2 in particular, is a relatively niche-interest game whose development was seeminly laden with difficult technical problems and other REAL CODING CHALLENGES which have the tendency to make development slower and more expensive than other reliable, mass-market games. Take Two may well decide that KSP 2 will either be unprofitable, or that the money will be better spent somewhere else. They may be right. Unfortunately, there is no known way to design an economic system that both 1) causes companies to waste money on consumers like us and 2) leads to the development of MRI machines, sufficient food to feed the population, etc. A lot of the initial anger back when the game was released was in this context. The anger boiled down to two main points: The game was way less developed than it ought to have been based on previews and pre-development communications. This could have many causes, among them: There were more engineering challenges than expected, or they were more difficult than anticipated Development was being mismanaged There was dishonesty involved Development was restarted due to some unknown reason, possibly some combination of the other bullets All of which indicate that the game's development was significantly more risky (less guaranteed) than what one might otherwise assume, which was/is upsetting to many fans of the game. Especially in light of (1), the asking price of $50 was extremely steep. Not only was the game not worth $50 at that moment, but the development of the game was full of risks and red flags that reduced the likelyhood of successful development even further below that which one would expect from an early access game, which should reduce the price. Since the release, which many viewed as already involving several broken promises, more 'promises' or 'goals' have gone unfulfilled, such as: Frequent communication Updates "on the timescales of weeks, not months" "Major content updates coming within months of each other" And other such conditions which would alleviate risk and speak to a solid development environment. Take-Two's "cost reduction plan" is not a monumental, rare, or unpredictable occurence. It is exactly the sort of thing we should expect companies to do: look to reallocate funds away from things that either lose money or don't make enough money, and towards things that do. We should have had, and should continue to have, the expectation that KSP 2 will be subject to such pressures, AND THAT EXPECTATION SHOULD BE BAKED INTO THE PRICE OF THE GAME. It's no surprise, then, that many of the same people who were fine with the price of the game and many other perceived sleights feel like they are owed some sort of recourse if the game fails. You are not owed anything- your "recourse" was had a year ago when you purchased the game for less than it would eventually cost if it made it to release- you got a bargain, which doubled as your consolation were the game to fail. If you are unsatisfied with your recourse, then perhaps we are in agreement that the game should have been, for instance, $30. All this being said, I hope for the sake of the community, the devs, who I do believe worked hard to make this game succeed and care about the game, and the broader world which stands to benefit from the existence of games like KSP 2, that the worst has not come to pass, and that the game will continue to be developed, and one day release successfully. I mainly wrote this post because it concerns what I believe to be a common flaw in the way people think/talk about "cOrPoRaTiOnS" which irritates me greatly, and I'm not a perfect person.
  21. I am going to ask that you stop acting like the majority of this commentary is somehow without merit. When the points you attempt to make are so eloquently rebutted, you shift the goal post to "its just game" I do not think that "its just an X,Y,Z" is as acceptable excuse for the very last point that @PCDWolf made. It is not about patience. The majority of the rebuttal addressed that very issue and the last year we have been actively attempting to gain insight on the direction this game plans to take. They have been tight lipped because the community was promised for years that this game would have a certain goal. KSP PLUS. It was immediately apparent that a different direction was chosen and we clamored for something of substance regarding this. The stuff that does come out is pure PR content and nothing of merit with regard to game direction. The only thing worth a dang at all on the future of this game was completely compiled by @The Space Peacock... with much of it dated. How much of these old conversations and ideas are going to stay? You are not understanding how long it took for took to get them to even consider certain important things seriously... Like Wobble Font UI TimeWarp Constraints Things that are not "official' bugs are often ignored when we question specifics or insight in decisions. Official Bugs (Up Until Recently) has been difficult to navigate with key word searches not always resulting in success. This compounds with many redundant postings and ignored issues NO ONE can say that this game was playtesting in an organic manner. EA is not for Alpha State drops.. not traditionally. This leaves us guessing as to why and what.. with the track record our imaginations see "the best prediction for the future is the past" WE want this game to succeed. But we also want that success to be within some realm of what we enjoyed about the first game... People would talk about other things than how crappy "radio silence is" if we were given something to talk about.
  22. Which sounds nothing like what they did back to Star Theory. Remember, if it was that, we already know what it looks like. The fact they got offered re-hiring was communicated instantly, and so was that another studio was to continue the game's development. They also got a message warning of this with a lot of time, they were not gagged and were able to talk right then and there. It's a totally different news that we got now, they did not communicate anything similar. "We're firing people and closing projects." Read above. People really like to not look back it seems.
  23. All good, it's your right. But... How long are you going to expect them to deign to explain something to you? A month? One year? a decade? a century? And if you expect someone to talk, it's because you don't understand the corporate fabric. Anyone who breaks the line is not going to be hired even in the competition. Marked for life.
  24. i love this thread so much, it's a rare bastion of unfiltered love and compassion in an otherwise hostile subforum A huge thank you to Intercept Games and all its members. I hope you find work that's good for you, and, even though I bet you're not really allowed to talk about it, I hope whatever it is that happened isn't the downfall of the project you poured your hearts into. I appreciate you all!
  25. The situation could have been similar, though probably less hurtful on head count - that was while the game was in prealpha stages, so there was not much talk anyway, so nobody noticed anything out of normal schedule.
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