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  1. PS4 Enhanced Edition, 1.01, default controls, normal difficulty, career mode. I haven't messed around with any settings at all, I have only ever played Kerbal on my PS4 console. Lots of useful chatter going on here. I'm glad to see the KSP community and Dev's are still actively pursuing the Kerbal Space Program for Console. I'm thrilled that the EE 1.01 patch fixed so many of the problems that were plaguing the console version. I have now for my first time, completed the science tree in Career mode, Year 2 and 50-ish days. Was really expecting some sort of party, but research is never really finished. My first interplanetary sortie to Duna was a partial success. I was able to get there with two space probes, deploy some comm satellites, and attempt landings on both Duna, and Ike. Unfortunately I didn't install proper relay (any relay comms ) so, yeah. Partial success. Duna has a new crater with some litter around it, Ike has a lander that only occasionally wants to talk with Kerbal Space Command. My Probes currently enroute to Jool will no doubt have the same success rate... if I'm lucky. Right now my Kerbals and I are learning to spell the words efficient launch profile, and I have discovered a couple of different ways of how not to do interplanetary transfers. Also found out how to level Kerbals skills up, way, way, way late in the game. The Space Tourism market seems to be a reliable source of Income , so hopefully I'll eventually be able to land a fuel rover on Mun and Minmus for less cost than the Kerbal Space Hotel I'm currently assembling in orbit. I love this Game. Current gameplay concerns; -Physical Time warp, sounds like the nuke and Ion engine crowd want this. I've only been using chemical rockets so it haven’t bothered me... yet. -Since I started playing early on in the console release phase, I do not like the new throttle arrangement, because it's backwards to how I learned. Console controller is very busy and could use some work eliminating overlapping command button combinations. -Something needs to be sorted out with the trim setting being so easy to accidentally turn on, HAL keeps trying to crash my spacecraft. I suppose somebody might want to set the trim while making a burn in space, But I sure haven't wanted to. -Kerb-net remains a complete mystery to me. I haven't even accidentally landed on an anomaly yet. If I turn it on, I need to escape back to the space centre to get it off the UI. -Kerbal skills and abilities, I have landed bases on Mun and Minmus, I have Space Stations orbiting Kerbin, Mun, and Minmus, and I'm building a 40 room space hotel, I have docked , clamped, landed, recovered, rendezvoused, transferred, rescued, space walked, Mun walked, drilled and refined... while the pilots have gained useful skills, and the scientists have gotten faster, the engineers have only learned how to pack a chute or to fix a flat tire. -Seriously, the contracts need a proof reader. Please. For real. -The Admin building... just... why? I guess it might add something to the game, I just don't know what it is. Haven't used it at all, until recently I didn't bother opening the screen. I'm done the tech tree now so I guess I'll sell some science... -Interplanetary travel, Console Career players need some sort of alarm clock. and some sort of rough transfer planner. Unless I'm suppose to attempt all my interplanetary stuff in sandbox mode, the game needs some sort of alarm clock. - Haven't touched an asteroid and I don't want to.... yet. -VAB I haven't made any use of the advanced tabs, subassembly seems to be a mysterious method of telling me I can't attach things I might want to save. -I hear that console players can use a keyboard and mouse, haven't tried. If this is true, great, if it's not the game should have this option. -Flight controls for planes, I've read that there is an option for using a joystick, this is a must have for flying aircraft. I haven't tried yet. I like the idea of building and flying my own planes, and I have built and flown a few planes in KSP, but I mostly avoid it because I personally don't enjoy atmospheric flight with a controller and I abhor flying with a mouse. My suggestions for the console version, -Kerbal Alarm clock, add this function to the admin building ( even as a paid level unlock )..."Admin wants a mission to Duna, the transfer window is in three weeks." this will give console players an in game transfer planning resource that is sorely needed. Same for an interplanetary course correction Alarm clock, " Admin wants you to know your TPS reports are out of date, and Duna 1 is due for a course correction..". Or alarm reminder "That Duna 1 probe should be hitting the atmosphere by now, did you turn it on yesterday like we planned?" -Kerb-net, turn on this power hungry application and anomalies will show up if and when they do, also acts as a science reminder, "we're over Mun pole, should probably take a picture or something..", "Admin wants to know what this anomaly is on the front page of the newspaper", have Kerb-net show console players the Biomes and the places they haven't explored. -Kerbal skills, seriously. Engineers need to be able to scavenge parts from one craft to another, that's kinda how engineers become engineers in the first place. Science guys should be able to find/identify biomes and anomalies in the game. Pilots should be able to make a guess as to where they will land on a given trajectory, I'm talking about trying to land a pod at KSP. By level 3 these skills should be completely possible. -Contracts. Really really need to more clear. I can't stress this enough, they need some proof reading. If I'm continually missing a specific biome or science objective, you could offer a contract and show me what it is I'm missing. Same with Historical records and milestones. Also, If I have a Space Hotel, don't ask me to build another, ask me to fill it. As I suggested, Flight Joystick is something I'm missing in this game. I offer these suggested changes to the console game, mainly because it's a console game, not a computer game that has a readily accessible google tab I can refer to. I can and do play this console game without Kerb-net, um, without internet connection. That's all I have for now, I'm sure most of the problems I'm having are mostly because of me. I just wanted to add my input thus far as a console gamer. I'm looking forwards to any expansion or DLC for this Fantastic game!!! Cheers all!
  2. PS4 Enhanced Edition, 1.01, default controls, normal difficulty, career mode. I haven't messed around with any settings at all, I have only ever played Kerbal on my PS4 console. Lots of useful chatter going on here. I'm glad to see the KSP community and Dev's are still actively pursuing the Kerbal Space Program for Console. I'm thrilled that the EE 1.01 patch fixed so many of the problems that were plaguing the console version. I have now for my first time, completed the science tree in Career mode, Year 2 and 50-ish days. Was really expecting some sort of party, but research is never really finished. My first interplanetary sortie to Duna was a partial success. I was able to get there with two space probes, deploy some comm satellites, and attempt landings on both Duna, and Ike. Unfortunately I didn't install proper relay (any relay comms ) so, yeah. Partial success. Duna has a new crater with some litter around it, Ike has a lander that only occasionally wants to talk with Kerbal Space Command. My Probes currently enroute to Jool will no doubt have the same success rate... if I'm lucky. Right now my Kerbals and I are learning to spell the words efficient launch profile, and I have discovered a couple of different ways of how not to do interplanetary transfers. Also found out how to level Kerbals skills up, way, way, way late in the game. The Space Tourism market seems to be a reliable source of Income , so hopefully I'll eventually be able to land a fuel rover on Mun and Minmus for less cost than the Kerbal Space Hotel I'm currently assembling in orbit. I love this Game. Current gameplay concerns; -Physical Time warp, sounds like the nuke and Ion engine crowd want this. I've only been using chemical rockets so it haven’t bothered me... yet. -Since I started playing early on in the console release phase, I do not like the new throttle arrangement, because it's backwards to how I learned. Console controller is very busy and could use some work eliminating overlapping command button combinations. -Something needs to be sorted out with the trim setting being so easy to accidentally turn on, HAL keeps trying to crash my spacecraft. I suppose somebody might want to set the trim while making a burn in space, But I sure haven't wanted to. -Kerb-net remains a complete mystery to me. I haven't even accidentally landed on an anomaly yet. If I turn it on, I need to escape back to the space centre to get it off the UI. -Kerbal skills and abilities, I have landed bases on Mun and Minmus, I have Space Stations orbiting Kerbin, Mun, and Minmus, and I'm building a 40 room space hotel, I have docked , clamped, landed, recovered, rendezvoused, transferred, rescued, space walked, Mun walked, drilled and refined... while the pilots have gained useful skills, and the scientists have gotten faster, the engineers have only learned how to pack a chute or to fix a flat tire. -Seriously, the contracts need a proof reader. Please. For real. -The Admin building... just... why? I guess it might add something to the game, I just don't know what it is. Haven't used it at all, until recently I didn't bother opening the screen. I'm done the tech tree now so I guess I'll sell some science... -Interplanetary travel, Console Career players need some sort of alarm clock. and some sort of rough transfer planner. Unless I'm suppose to attempt all my interplanetary stuff in sandbox mode, the game needs some sort of alarm clock. - Haven't touched an asteroid and I don't want to.... yet. -VAB I haven't made any use of the advanced tabs, subassembly seems to be a mysterious method of telling me I can't attach things I might want to save. -I hear that console players can use a keyboard and mouse, haven't tried. If this is true, great, if it's not the game should have this option. -Flight controls for planes, I've read that there is an option for using a joystick, this is a must have for flying aircraft. I haven't tried yet. I like the idea of building and flying my own planes, and I have built and flown a few planes in KSP, but I mostly avoid it because I personally don't enjoy atmospheric flight with a controller and I abhor flying with a mouse. My suggestions for the console version, -Kerbal Alarm clock, add this function to the admin building ( even as a paid level unlock )..."Admin wants a mission to Duna, the transfer window is in three weeks." this will give console players an in game transfer planning resource that is sorely needed. Same for an interplanetary course correction Alarm clock, " Admin wants you to know your TPS reports are out of date, and Duna 1 is due for a course correction..". Or alarm reminder "That Duna 1 probe should be hitting the atmosphere by now, did you turn it on yesterday like we planned?" -Kerb-net, turn on this power hungry application and anomalies will show up if and when they do, also acts as a science reminder, "we're over Mun pole, should probably take a picture or something..", "Admin wants to know what this anomaly is on the front page of the newspaper", have Kerb-net show console players the Biomes and the places they haven't explored. -Kerbal skills, seriously. Engineers need to be able to scavenge parts from one craft to another, that's kinda how engineers become engineers in the first place. Science guys should be able to find/identify biomes and anomalies in the game. Pilots should be able to make a guess as to where they will land on a given trajectory, I'm talking about trying to land a pod at KSP. By level 3 these skills should be completely possible. -Contracts. Really really need to more clear. I can't stress this enough, they need some proof reading. If I'm continually missing a specific biome or science objective, you could offer a contract and show me what it is I'm missing. Same with Historical records and milestones. Also, If I have a Space Hotel, don't ask me to build another, ask me to fill it. As I suggested, Flight Joystick is something I'm missing in this game. I offer these suggested changes to the console game, mainly because it's a console game, not a computer game that has a readily accessible google tab I can refer to. I can and do play this console game without Kerb-net, um, without internet connection. That's all I have for now, I'm sure most of the problems I'm having are mostly because of me. I just wanted to add my input thus far as a console gamer. I'm looking forwards to any expansion or DLC for this Fantastic game!!! Cheers all!
  3. Hello. I’m going to apologize in advance if I’m not posting this on the correct platform, (I’m new) but I have an issue with building my rover. Whenever I try and switch from Mirror to radial symmetry, it automatically switches back to mirror when I go to place down my wheels. The reason I need radial symmetry is because Mirror makes the wheels inverted and unable to drive. How do I fix this? *NOTE: I am on a console, not PC
  4. Hello fellow Kerbalnauts, I'm playing on the PS4 so sadly no mods to help me calculate things for my problem. No more So I'm constructing a massive Duna ship ( think Discovery from 2001) It is being built in a 90 orbit of Kerbin. The total dry mass of the craft is 70 tons. 55.2 m in length I'm planning on using nuclear engines to power it. My question is how much fuel do I need, to leave LKO and get to Duna ( planning launch during Duna Kerban close approach) My craft has currently 3 empty Kerbodyne 7200 1 Kerbodyne 3600 and a Rockmax X200-16, all empty. Please let me know how I achieve my goal. Cheers, Gus Grizzom
  5. PS4, Enhanced edition, 1.01, default controls, normal difficulty, career mode. I have noticed that the 'white markers' showing closest approach, for transfer orbits only show the distance in m (meters). For instance, the markers will indicate 1,234 m when the actual distance is 1,234 Mm. Any others seeing this?
  6. Hello! I just got Kerbal Space Program: Enhanced Edition for my Xbox! I am VERY happy, and can't wait to play it once it's downloaded (currently at 3.5%)! So... what should I do first? Experiment with using a controller for a game that I've played on PC for the last three years? Activate all cheats and go crazy? Finally play in glorious 60fps and not been restricted by laggy 25fps? Control my excitement? Suggestions, anyone?!
  7. PS4, Enhanced Edition, 1.01, default controls, normal difficulty, career mode. Finally arrived at Duna with my first sortie consisting of of two landers, their delivery vehicles, and a couple of communications satellites. In orbit everything has great comm strength, but nothing is communicating with each other. My scan Sat directly overhead of my lander at a range of 44 km with; 4x 88-88, 2x Communotron DTS-M, and a Communotron-16S (lots of electricity, and deployed) was no help to my now vaporized Duna lander that had a communotron 16 deployed... Displaying the communication comm-net has all my Duna satillites only communicating with Kerbin, and not with each other even when one has signal drops because Duna or Ike are is the way....
  8. Honestly, when i saw 1.4 and the features coming with it i got excited. But when i found out my computers a complete potato for 1000th time i wondered if it is on consoles. Not to my surprise it wasn't. Please bring it to enhanced edition!
  9. Hello guys, I've been trying to calculate my Delta-v and I was able to find formulas on how its done. I tried myself but didn't really work!! I tried launching a basic rocket ( I don't change my heading) and as per the formula I should be able to get to 480 m/s but I don't, I always get 360 m/s.I believe that this due to drag of the atmosphere, I doubt wind is taken in consideration. Can someone tell me if there is a certain angle I should follow or maybe another formula to know how much drag is affecting me and if so, where to find drag coefficient and the related detail in the menu. Please note that I use Xbox to play KSP. Thanks a lot Bader
  10. I've been wanting to know is 1.4 coming to consoles?
  11. I'm playing KSP Enhanced Edition 1.01 on PS4, Career Mode, normal difficulty, default controls. My Kerbals seem to have stopped earning experience, "No Experience Gained" after every mission. I've been trying to do things like cycle all the Kerbals to the space station, and Mun base do do their various jobs but I seem to be capping out at level 2. I have rescued quite a few Kerbals, and they are all very low level, so I'm about to launch a few missions specifically to earn some experience and get them to a useful level. My space program is about to launch it's first Duna probe, so interplanetary Kerbals aren't happening yet. After looking at some videos on how to accomplish this, I have a couple questions; -Do Kerbals gain experience for doing job specific tasks? -Do all Kerbals on a Mission have to EVA and plant flags on the Mun and Minmus? Or will one flag be enough for the group? -If I orbit the Mun or Minmus, do I have to come back on a different mission to get the experience for doing a landing? It "seems" that they will only get experience for one thing per celestial body. -Do my Kerbals all have to orbit Kerbal and then on a different mission plant flags on Kerbal? Any tips or suggestions would be appreciated...
  12. I'm playing KSP Enhanced Edition 1.01 on PS4, Career Mode, normal difficulty, default controls. My Kerbals seem to have stopped earning experience, "No Experience Gained" after every mission. I've been trying to do things like cycle all the Kerbals to the space station, and Mun base do do their various jobs but I seem to be capping out at level 2. I have rescued quite a few Kerbals, and they are all very low level, so I'm about to launch a few missions specifically to earn some experience and get them to a useful level. My space program is about to launch it's first Duna probe, so interplanetary Kerbals aren't happening yet. After looking at some videos on how to accomplish this, I have a couple questions; -Do Kerbals gain experience for doing job specific tasks? -Do all Kerbals on a Mission have to EVA and plant flags on the Mun and Minmus? Or will one flag be enough for the group? -If I orbit the Mun or Minmus, do I have to come back on a different mission to get the experience for doing a landing? It "seems" that they will only get experience for one thing per celestial body. -Do my Kerbals all have to orbit Kerbal and then on a different mission plant flags on Kerbal? Any tips or suggestions would be appreciated...
  13. I'm playing KSP Enhanced Edition 1.01 on PS4, Career Mode, normal difficulty, default controls. My Kerbals seem to have stopped earning experience, "No Experience Gained" after every mission. I've been trying to do things like cycle all the Kerbals to the space station, and Mun base do do their various jobs but I seem to be capping out at level 2. I have rescued quite a few Kerbals, and they are all very low level, so I'm about to launch a few missions specifically to earn some experience and get them to a useful level. My space program is about to launch it's first Duna probe, so interplanetary Kerbals aren't happening yet. After looking at some videos on how to accomplish this, I have a couple questions; -Do Kerbals gain experience for doing job specific tasks? -Do all Kerbals on a Mission have to EVA and plant flags on the Mun and Minmus? Or will one flag be enough for the group? -If I orbit the Mun or Minmus, do I have to come back on a different mission to get the experience for doing a landing? It "seems" that they will only get experience for one thing per celestial body. -Do my Kerbals all have to orbit Kerbal and then on a different mission plant flags on Kerbal? Any tips or suggestions would be appreciated...
  14. I've been building and testing in the sandbox, and I've managed to get a spacecraft built that seems to function how I imagine I'll need it to, I've only used parts I've already researched in the tech tree. now what? Is there a stock game method of moving a "saved ship" file from sandbox to career?
  15. Not sure if this is the right place to ask this, but here goes. This morning (I've been sleeping during the day lately) I ended a marathon play session of collecting science and surface scanning on Mun with a new rover I designed, worked well except for hitting the odd random bump while driving. I took a break to watch Netflix, came back an hour later to continue and found that my save couldn't be loaded. I don't remember if I exited to the main menu before closing KSP, or if the game was saving when I did so, not that it should matter if the game keeps a backup save while the save operation is finishing like it should be doing. At least I have Autoupload turned on and I only have to go back to yesterday morning's save. Still lost a lot of science and surface scans, not to mention all those hours. What I'm wondering is how the game loads save files. Is it loaded from the save named "persistent" within each playthrough, or is it the save with the most recent timestamp? I'm thinking if it's the former, a workaround could be to allow players to load something other than "persistent" in the event that that save is corrupt, such as a quicksave or other manually named save file. Maybe the persistent save is the foundation and the other saves build on it, like a differential backup.
  16. Is it just me, or has anyone else launched a vehicle only to find that the wrong crew is in it after you manually assigned which crew you wanted in it AND saved that vehicle afterwards? I'm like, no KSP, I'm not an idiot, stop trying to replace my scientist with a pilot! Is this intended behavior or a bug? #HalfwayToMun
  17. This is another reason the controls for console need to be given further consideration. This just happened to be posted exactly 3 years ago yesterday. I spent an entire afternoon and evening designing a rover to gather the remaining surface science on Mun. Over 6 hours later (real life time) MunRover and the ship that transported her there are finally on the South Pole and ready to get down to business. I push forward on the left joystick to accelerate aaand BANG!! she takes a nosedive and destroys a part on the front of the rover. I load the quicksave I had just done and try again, going slower this time. Same result, but in slow motion. After reading the thread above and a few others about motorized wheel settings and rover design, I switch the reaction wheels to SAS only and try again. This time it nearly does a backflip. The body is above the CoM and the fastest wheels in the game are below it in low gravity, you do the math. The bigger issue, however, is something another player said in that thread. PC players are presumably able to set separate controls for their wheels (translational motion) and flight controls (rotational motion). The only thing we get close to that on console is setting all of the Reaction Wheels on the ship to SAS only but then you run the risk of not being about to correct your orientation midair if you take even a small jump too fast. KSP isn't a car racing game, but seriously, why doesn't the game know when you're using tires and switch to some kind of ground vehicle mode? The effort it takes just to get my rover to stop trying to pitch and roll is a little ridiculous. Something as simple as gas, brakes, and steering isn't a lot to ask for.
  18. As I seem to be able to keep up to date with my Mission Reports, I've decided to make a "consolidated thread" to make it easier to find the latest post. This way you can click the links rather than scrolling through old "news". Reports - Science Mode Game. 1. A False Start. 2. A New Beginning..... 3. Testing the Large Mun Rover 4. Destination Mun - Transporting the LMR. 5. LMR - Report One 6. The A1 MK3 SSTO. 7. Minmus & Mun Reports (including LMR - Report Two) 8. LMR - Report Three 9. LMR - Report Four (running Westwards) 10. LMR - Report Five, A1 MK3 News and thoughts on Career Mode. Reports - Career Mode Game i. Settings 1. Here We Go Again 2. News - Going Global & Interlude - Making one story out of two. 3. A Quick Update - Why no new posts?
  19. Okay, So speaking to a few people on the facebook group (Kerbal Space Program: Enhanced Edition (Console)). Some people have experienced very minor bugs on console (no game breaking bugs). We got into discussion, and these people hadn't turned on advanced tweakables. when i asked them to turn them on they both started experiencing game breaking bugs. I'm curious if there is anyone here experiencing major bugs with advanced tweakables turned off? If that is the base cause of most of the major issues it could: a) be an easy work around b) easy to patch possibly i'm going to try it out tonight but i would like other peoples input too...i promised myself i wouldn't go through all this again and start looking for work arounds and causes but here i am again. I'm such a mug
  20. Update: Tried and failed to find a way to transfer fuel between tanks. The ones I have docked to my space station around Kerbin are pretty useless now. I'd have to make a new ship designed around attaching them to a place where the CoM wouldn't be thrown off too badly. Maybe separate the engine from the rest of the ship and insert it between them.
  21. Maybe I am a dunce since reporting a bug by way of the bug tracker seems beyond me. Do you have to make up a new login? The bug I would dearly like an answer to is pretty straight forward but so far no one has been able to give a solid answer. Once I reach space (above 75,000 meters) I am unable to start, restart, or throttle up my liquid engines if I use time warp. I am on a xboxone, using cursor presets (although from what I can determine the issue exists with the other presets as well) and if I use time warp below 75,000 meters I am fine, once I get above 75,000 meters if I throttle down my engines or shut them off, or even if I haven't reached that stage yet, once I engage time warp, I am unable to start a liquid engine, restart an engine or throttle back up. Is this a known bug, anyone else having this problem, and is this going to be fixed in a (hopefully) upcoming patch? I have included solar panels and batteries in my design, so lack of power is not the issue.
  22. KERBAL SPACE PROGRAM Also known as how to perfectly crash. Kerbals, the only sapient life in the Kerbol System, have decided that telescopes on Kerbin are not enough, and are launching a space program! ____________________________________________________________________________________________________________________ LOG 1 - SCIENCE HAVE ACHIEVED FLIGHT At 0:00 Kerbin time, Wernher Von Kerman reported that Science 1, a small capsule attached to a booster, with a can of unknown content, and topped of with a parachute, was completely ready to launch. It would wait for two hours before launching at nighttime. Finally, at 2:00 Kerbin time, the craft was rolled out to the launchpad. It was operated by pilot Jebediah Kerman. Jebediah pressed the staging button, and it took off, tilting north due to the drag of the container of unknown content. After the booster ran out of fuel, he proceeded to observe the unknown content in the container, and create a report of his situation. He would then press the staging button again, deploying the orange and white parachute. Finally, he would land off the coast of where the Kerbal Space Center is located. Science 2 is expected to launch next week, packing more power and science.
  23. So, after all of the "Make sure to post to the bugtracker" talk these mods do, I thought, "Maybe I can find some progress in the bugtracker". Nope. Not even an updated status for the XBox1 enhanced release. The bugtracker still has it noted that there are no confirmed bugs! Really? I want to stay away, but I just can't help ranting about how awful the support on this forum (from anyone other than other frustrated members) and with squad in general has been. So would a "mod" or someone "in the know" explain why nothing is updated on this site that we've been directed to as our best source of "current progress"? Is this confirmation that Squad has submitted a game to the XBox Live market without making a good faith effort to fix a breach of contract? Or are Squad and the "Forum Support Goons" really just expecting console gamers to transfer data from their consoles, convert digital medias, and upload it to a non-updating bugtracker so that a fix can be released sometime in Neveruary? And they won't be compensated for their time either? Is this the behavior we should be proud of from developers? Do you really support this, forum mods?
  24. I was thinking with all of the PC versions and the outdated advice associated with the older versions that may not be accurate for console version 1.00 there should be a sub-forum just for console Q&A. I search for info about some topics and all I can find are threads that are years old from several major versions previous to what the console edition is based on. Console players wouldn't have to wonder if the advice they're receiving is current or not.
  25. So I’m not necessarily asking for a release date, but considering the past console port, lack of support and transparency, I have to ask: Will it be days, weeks, months or years before we finally get a fully working product? I love you guys and I think I can speak for most of us console players when I say that you guys sincerely broke our hearts and threw it in a blender when you gave us that first tease of a port and then left it for dead. I absolutely adore KSP and it’s torture not knowing when I can play the game without worrying if it’s all going to be for nothing. With all that being said, when can the hype train for the big patch leave the station?
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