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  1. Sounds like management wants to keep the product page up and just not have to talk about it again. It got full funding for as long as it was going to. It just isn't worth it anymore compared to other places to put money. So unless the cost of carrying financing drops to nearly zero again, I'd say they've put their money where their mouth is by firing the developers. They just want it to stay on the books to pad the portfolio for investors.
  2. THE SECRET SPACE PROGRAM - YEAR 4, DAY !̶̨̛̤̰͈̥̫̯͎̻̘͕̭͎̣̠̠̯̩̦̫̣̦̤̼̯̿̏̈͛̐̉̈́̀̈̾̓̈́̊̃̈́̒̚̚̕͠*̶̬̺̜͎̳̠̦̗͕̝̠̖̭̝̟̝̠̻̭͉͛̂̈́́͒̽́̀̈́͌̑̂͝ͅ@̸̢̧̢̨̻̟̱̖̤̠͉̠̪̮̭̝̯͚̝̠̺̗̤̪̠̔͋͐́̔̈̒͋͂̾̍͂̋̔̎͒̎͘ͅ^̴̨̧̧̛͕̦̱̜̩̗͎̲̰͔̤͎̪͔̪̭̬̤̈́̾͆̾̑̃̔͠$̶̢̛̭͉̳̭̤̹͔̝͔͌͐͗̿̈́̽́̔͐̑̿͊́̓̍͆̈́͗́̐̄͜͝͠͠͠͝͝͝@̶̦͇̮̠͍̬͙̻͕̞̭̠̅̾̀̍͜ MISSION OBJECTIVE: Send crew to the Secret Space Station CREW: [NO DATA AVAILABLE] It's ya boy [REDACTED] back with another update at Kerbin's most secret of space programs. The Dessert Launch Center (DLC) has had some extreme overhauls recently, including the construction of a much more streamlined VAB. Instead of rocket parts being built is separate buildings and then assembled on the launchpad, it can all be built and assembled right there, and then rolled out. Also, the launch control center is no longer a small tower, but now a full fledged center for launch control. And new barracks have been constructed, which I must say are pretty snazzy, especially for a crumby government facility. Now, onto the important part. This mission will be sending a new crew to Triple-S (as most of us on base call the space station), where they will continue to monitor the Mun and signals coming from it. A recent burst of energy has been detected from the surface, higher than anything we've seen. Almost like something has just come through the portal. Rumors have also spread that they'll be working on an unmanned lander mission that will investigate the structure further, but truthfully we have no idea. Sure, shipments have arrived at base, but these could just be for any old satellite launch too. I don't have clearance to enter the VAB, and those who do are ordered not to talk about what's happening inside. Hmm... The new crew who I still don't know the names of make their way to orbit. "Proceeding with orbital insertion burn." - Unknown Commander "Burning for Triple-S." - Unknown Pilot Now we sit and listen. For any little sound movement or smell coming from the Mun. We finally have eyes up there again, and I will do as much as I can to tel you what those eyes see. What secrets do you continue to hide?
  3. It was said that they will talk as soon as they can, but bureaucracy can be quite a torture at times. If they don't talk within 48 hours I begin to believe we will hear something end of June at best. The team has a heart. I believe in them. Something will be said. They just can't talk now and they feel the pain too.
  4. Not at all; and I highly doubt they mention anything in regards to plans for KSP2 specifically on the earnings call; other than the potential for more clarity on the closures and the reduction in costs related to it. KSP2 was already dropped from their quarterly reports last year where it was previously still noted as having an expected console launch... checks date... Oh, it was already supposed to have launched on console. In this call, they talk numbers not specific details of future plans; and any forward looking statements they do make are going to be focused on positive outlooks, such as expected revenues from GTA6.
  5. I cannot stress how HARD I bounced off the game. I KNOW it's not the game for me. I didn't return it (like I did Stellaris, another game everybody loves but I knew INSTANTLY I'd never enjoy after about 15 minutes) but still, it's far better off pimping in my uninstalled games list, than it is getting sweared at incessantly as I think of the dozens of other things I'd rather be doing than hands-on learning a billion undocumented ways I'm not supposed to fly my ship. Maybe it's better now. Steam says I last played it in 2018. I'm not really all that willing to find out. Steam also says I put 7.5 hours into it, which frankly shocks me. You talk about docking protocols. I never even made it to a space station.
  6. It's the problem with Google, it will trimm the results to your profile. This is a list from mine (using the very same link I used above): Jovem Nerd Estúdio de Kerbal Space Program 2 será encerrado após demissões 2 weeks ago UOL Kerbal Space Program 2 Is Getting Review-Bombed After Take-Two Shut Down Its Developer Dec 22, 2023 IGN Kerbal Space Program 2 Is Getting Review-Bombed After Take-Two Shut Down Its Developer 2 weeks ago UOL Kerbal Space Program 2 Is Getting Review-Bombed After Take-Two Shut Down Its Developer 2 weeks ago Game Developer Update: Take-Two confirms Kerbal Space Program 2 is safe despite Seattle layoffs 2 weeks ago PC Gamer Kerbal Space Program fans react with anger over Intercept Games closure, and you know what that means: Review ... 2 weeks ago Epic Games Our guide to exploring deep space with Kerbal Space Program 2's For Science! Update Feb 6, 2024 Space.com Kerbal Space Program game director and ULA CEO talk STEM collaboration and companies' futures (exclusive) Feb 23, 2024 Olhar Digital Jogue como Elon Musk! Kerbal Space Program está por menos de R$ 20 no Steam Jun 9, 2023 Terra Jogamos: Kerbal Space Program 2 é mais acolhedor que antecessor Feb 24, 2023 <some others I'm omiiting> Yahoo Finance Canada Take-Two is shutting down the studios behind Rollerdrome and Kerbal Space Program 2 2 weeks ago TechTudo Kerbal Space Program 2: veja gameplay, história e requisitos mínimos do jogo Feb 25, 2023 And so goes on. You see, your initial statement: It's a heck of an overstament at best, or just don't hold itself at worst. For the best or for the worst, KSP in on the media.
  7. Marginally? What exactly makes KSP1 only marginally better than KSP2? I agree that KSP1 has its flaws and problems. But if you think that the buggy dumpster fire that KSP2 was at launch, or continues to be today, is only marginally worse than KSP1, then nothing anybody says here will make any sense to you. I mean, of course it doesn't make sense to me. It is like how a Flat Earther sounds when trying to explain their beliefs. Right. But they do those "man on the street" things on the late night talk shows all the time, and they ask people general questions. "What's the capital of the US" and "How many ounces in a pound" and "Show me where Maine is on this map". And you know what? Most of the people that they show - not that they ask, but that they show on TV - can't answer the questions correctly. By your own definition, that makes basic US geography and simple weight conversion mathematics niche areas of interest. Again, bad analogies. I'm not on about asking "do you know what color the 0.625m stack separator is in KSP?" or some ridiculous trivia like that. I am on about asking people if they are even AWARE of this game's existence - caps for emphasis . It might shock you to know a game hardly anyone is aware of outside a specific industry is basically a niche, even if you may find it possibly shaking to think that a core aspect of your life is inconsequential to most people. A lot of people heavily invested in niches seemingly tend to go through some kind of denial, exhibit A ; ). Frankly, I have never heard anything said about this game unless I went out of my way to look for it so I'm leaning towards niche.
  8. Marginally? What exactly makes KSP1 only marginally better than KSP2? I agree that KSP1 has its flaws and problems. But if you think that the buggy dumpster fire that KSP2 was at launch, or continues to be today, is only marginally worse than KSP1, then nothing anybody says here will make any sense to you. Right. But they do those "man on the street" things on the late night talk shows all the time, and they ask people general questions. "What's the capital of the US" and "How many ounces in a pound" and "Show me where Maine is on this map". And you know what? Most of the people that they show - not that they ask, but that they show on TV - can't answer the questions correctly. By your own definition, that makes basic US geography and simple weight conversion mathematics niche areas of interest.
  9. Because the quantity has so far surpassed what niche was intended to encompass that it obtained international recognition in the gaming / development industry & soared to vaulted heights that still maintain It as one of the top 500 games being played on steam DESPITE more than 2/3 of people pole not using the launcher and 15 years past its launch date? No one has excused anything for the game. Many here will talk at length about shortcoming and various hard limits the game has. But most require some form of supportive argument to engage. Tired rhetoric & diatribes fall to engage people for long. A couple Stata posts or detailed examples of a social impact to support their frame with a "your wrong the game sucks" will only continue the discourse for so long before the majority feel your stance has been sufficiently invalidated.
  10. I've got my ticket for the long way 'round Two bottle whiskey for the way And I sure would like some sweet company And I'm leaving tomorrow. What'd you say? When I'm gone, when I'm gone You're gonna ban me when I'm gone You're gonna ban me by my hair You're gonna ban me everywhere, oh You're gonna ban me when I'm gone When I'm gone, when I'm gone You're gonna ban me when I'm gone You're gonna ban me by my walk You're gonna ban me by my talk, oh You're gonna ban me when I'm gone I've got my ticket for the long way 'round The one with the prettiest of views It's got mountains, it's got rivers It's got sights to give you shivers But it sure would be prettier with you When I'm gone, when I'm gone You're gonna ban me when I'm gone You're gonna ban me by my walk You're gonna ban me by my talk, oh You're gonna ban me when I'm gone When I'm gone, when I'm gone You're gonna ban me when I'm gone You're gonna ban me by my hair You're gonna ban me everywhere, oh You're sure gonna ban me when I'm gone When I'm gone, when I'm gone You're gonna ban me when I'm gone You're gonna ban me by my walk You're gonna ban me by my talk, oh You're gonna ban me when I'm gone
  11. I mean, KSP was basically a hackathon project by beginners in the industry, who managed to make a successful game despite all odds and sometimes despite of themselves. It's full of problems, but I think you're being too harsh on it. I get that you're annoyed that people want to pretend that there were no flaws, and HarvesteR and the rest of the team were game development savants who got it right on the first try. And I mean, even HarvesteR doesn't believe that, clearly. But you're still overcorrecting. You core statements are not wrong, but the way you're delivering them is antagonizing. You know that classic, "Soylent Green is people!" scene? It can be like that sometimes. And HarvesteR did say something that's very much true about how KSP1 happened. He essentially said that the fact that they didn't know what they were doing has got them to try things that others would have discarded, but ended up working for the game. And that's sort of the value of an indy and hackathon projects. But on the technical side, yeah, KSP is one giant technical debt. Even some of the things they correctly stumbled into and talk about as learning experience, I could have told them on day one, because it's a fairly typical problem. And that's the bottom line. A game can be a technical and design disaster, and still be good, because it did things other games didn't. You really have to recognize both aspects of it if you want to try to replicate the success while cleaning out the debt, because it can be very hard to tell one from the other. The rocket wobble of KSP was clearly just a side effect of using Unity's joint system. But would completely, perfectly rigid rockets feel like playing KSP? I think the question alone can start a fierce debate between the fans and developers alike. And that's kind of where we are with the whole project.
  12. Vitriol doesn't make this argument any more sound, not that it had any substance to it to begin with. We can talk about which game you like all day, but if you wanna talk objective stuff like the technical side, there's no place for opinions there. KSP2 is a broken, unplayable, badly designed mess, left incomplete and wincing painfully on the ground after being unable to gather interest, sales, or any sort of trust in whatever might come out of it long term. This is not to say that KSP1 is perfect, far from it, but hey, one is still being played by thousands, with a myriad more playing hyper modded saves, making vessels in the thousands of parts, adding planets to it, clouds, obscene levels of detail, gigabytes worth of parts, mission packs, entire mechanics, and it refuses to break under all of that except for some very specific cases.
  13. BFR. Big Fat Rocket. But replacing Fat... Also, Cobalt has said that they may do the big Nova for KSP2... though... lets not talk about that. Also also, iirc, Cobalt did express that he liked my version of the C-8. Perhaps we could bully, eh I mean persuade him to do my C-8 has the official BDB C-8. Though, my C-8 is basically just the c-8 from the c-8 wikipedia page.
  14. Floor 4875: Your cubicle at your office 60km away from your house. Your coworkers include various forum members and moderators, cartoon dogs, B1 battle droids, portal Cores, and an Automaton trooper wearing a business suit. You go to your bosses office to talk about planning the floor’s monthly corporate party. asee your boss, a young blue Australian cartoon dog, loudly fire one of your coworkers, and you decide to go back at a different time.
  15. No, we are just the cash cow to slaughter. The high Lords are not required to talk to the rabble, they already milked us and are now free to do with our money what ever they please.
  16. I did a little sleuthing, and it's (I believe) the oldest parts in all of the mods. I may be interested in sprucing it up, though CardZ has first dibs if he is inclined, we'll talk about it. The Vostok in general is a sizing nightmare, unique because it so tightly integrates with the upper stage, and as it winds up at 1.44m ingame if you take the scaling flat. You will certainly end up with a few weird parts. But that's a problem after I release the Proton (maybe, idk what I'll do next). The Blok-E of course matches Card's new soyuz upper stage diameter 1.625m in game. The capsule would probably end up about 1.5m
  17. I watched 2012 for the first time. I found it to be a pretty entertaining movie, which asks some interesting questions about morality when comes to saving the world, albeit perhaps not so original ones. It was refreshing to watch in 2024 when all the movies seem to be about relatively normal life, while the end of the world talk comes from IRL stuff (barring superhero movies which require a perennial doomsday to defeat). I can’t decide between the oligarch calling an Antonov aircraft Russian or the Chinese Mi-26s airlifting giraffes and other animals as the most funny part. Interesting to note, while the Chinese do not possess Mi-26s, they do operate a number of Sikorsky S-70s, which are partially depicted by way of Blackhawks with PLA insignia also used by the Chinese in the film. Given the neutrino “mutation” nonsense in the beginning, I was thoroughly surprised that the arks ended up being ships instead of spaceships. Considering the shipbuilding giant it is today I’d say the premise of building a massive ark for 100,000 people isn’t too far fetched, although doing it in the Himalayas and in total secrecy might be. I also found it funny that Japan, Russia, and China got stuck on the same boat together. I’m a Japanese person who has an interest in the Russian (well, Soviet) and Chinese militaries. I have seen a loosely similar concept explored in Japan Sinks: 2020, in which many Japanese refugees end up in Russia, Japan Sinks: 2023, in which a good portion of the Japanese population is evacuated to China, and I myself considered exploring the concept with the idea to conduct an amateur study of what kind of resources would be needed to relocate the entire population of Japan to new-built cities in the Russian Far East in the event of either a fantasy Japan sinks scenario or a climate disaster which renders Japanese summers unlivable. The latter is an idea I did not pursue. I also considered looking at the cost of moving the entire country into balloons on Venus, but I didn’t look at it either. My Mars city calculations over in the S&S section have now dissuaded me from taking a look at any such situation in a capitalist context. But I digress. As far as apocalyptic stories or movies go, I like this one in that it has a relatively happy ending. I feel that “man just tears itself apart” type stories are too rooted in Hobbes’ view of man’s “true” nature without civilization, which was never meant to be an actual sociological or anthropological take on humanity and was simply a philosophical argument. The truth is that we are very kind animals. It’s wrong to think that every man and woman would become a murderer the moment the kings and their courts were toppled; I think this idea focuses too much on the way law is used to restrain people and not enough on how morals do too. Yes, we can be violent. But if we were not primarily an altruistic species, I don’t think we would have gotten this far at all. “Men” (I use men in the sense of man vs. savage) created civilization, not the other way around. IMO, of course. Oh, and by the way, I now really feel like Moonfall was just an attempt to emulate what 2012 did but in an over the top way. I think 2012 works because the social phenomena of belief in that doomsday was popular. The idea of the Moon being an alien ark and it crashing in to Earth? At best a few dark web conspiracy lunatics know about it, at worst Roland just made it up himself and hoped people would be interested.
  18. Does anyone know if Kerbal space program one enhanced edition for the PlayStation or other consoles is still getting support or updates? I just picked it up for the PlayStation and really enjoy the game but unfortunately things I see on YouTube videos I am incapable of doing. I was just wondering if we're going to get the same updates at some point. Forums from other locations people talk about the fact that there doesn't seem to be any support for the game and sometimes the last post is as far back as 2022. So I was just wondering I really enjoy the game but I'm wondering if I spent my money in vain due to the fact that I'm not kidding any more support for the game.
  19. 30:37 ... I have messaged Nate Simpson cre creative director of ksp2 30:45 and I said look I know you're obviously going to be under some massive corporate NDA so you can't really talk but can you 30:51 tell me anything and all he was able to say was I'm very much looking forward to talking when I can thanks for 30:57 understanding ...
  20. 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".
  21. 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.
  22. I feel there was a balance they failed to hit (talking about direction as in the general sense of the finalized vision for the game). The heavy work on tutorials already tells you they were going for "we take this niche game and make it accessible to even more people, it'll definitely sell more." FS! followed on that by simplifying and linearizing the tech tree and having science be a single magic button, where you can absolutely skip even the timers so long as you hit it every time it flashes. Lastly, they also wanted to tell a semi-linear storyline through missions, discoverables and their lore. That part was really good, the new user onboarding was a magnitude better than KSP1. On the other hand, the game really required a strong technical foundation because by the time the difficulty curve of rocket launches and SSTOs is over, almost every player just goes big. Here is where to me they completely failed, by making a game that doesn't support this second bit. Of course now it'll all be woulds and coulds, but it's not hard to see that even without colonies we were already still finding the limits very easily (another example, another one, another). 8000 parts might sound like a lot on that bug report, but that's about a constellation of satellites, a couple rover missions, and a Jool 5 vessel. Meanwhile the game was supposed to allow you to do that on multiple star systems, whilst supporting trust under timewarp... and just no, the game could never be able to do that with the foundation it has. Also, as a last nail in the coffin, they forever handwaved the explanation of how Rask & Rusk (the binary system) were going to work. So yeah, we have a game built on flimsy foundations that they just outright refuse to talk about (remember the promises of HDRP and the system that'd replace PQS? I do), we have only the most basic stuff (yes, science and a tech tree is very basic, deal with it) implemented and none of the complex problems, and not just that but whatever little we have is already making those foundations quake... That's why you can google me saying "technologically bankrupt" multiple times. The balance they failed to implement in game by only including stuff for new people and nothing for veterans, was the same thing behind the scenes: they were doing only the easy stuff whilst completely neglecting the complex stuff and much less having the stones to talk about it. At this point I doubt they even had a plan past "cut everything down as manageable as possible", which is what net us all in one parts, gimped heating, the horrible coordinate reset on ground vehicles, and so on. I doubt they dropped anything in favor of a feature that probably never existed (yes, I saw the screenshot). I'm closer to believing they used multiplayer as an excuse to drop anything too complex/deep that might've further gimped the game's performance.
  23. 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.
  24. 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.
  25. A digression about Factorio has been moved here. If you want to talk about that game, please take the discussion there.
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