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A New Chapter


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1 hour ago, Bej Kerman said:

The new developer team has nearly nothing to do with KSP 1 and its ports.

 I understand why you think this, but I am afraid you are not correct, by their own words from this forum (important parts in bold):

"Today we released KSP - Enhanced Edition on PlayStation 5 and Xbox Series X|S. This is incredibly exciting, and we believe it offers an amazing upgrade for our console players!

This release brings our partnership with BlitWorks to a close. The team at BlitWorks will be joining Larian as Larian Barcelona. We wanted to take a moment and thank everyone at BlitWorks who has helped us bring KSP over to consoles the last few years and wish them all the best on their new adventures.

We remain committed to bringing patch 1.11 and 1.12 to our console audience, and to support this we are creating new open positions to handle this development internally. It will take us time to get folks hired and ramped up, and we appreciate everyone’s patience as we work diligently to bring this to you next year.

We hope you enjoy this new offering of Enhanced Edition and can’t wait to see what new and bigger craft you create. Thank you and happy launchings

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1 hour ago, pennomi said:

The Orbital Survey mod looks pretty similar to what I want in science parts. I like the idea of mapping out the surface of each planet and exposing discoverables that way. Something like this in vanilla would give me a reason to put a satellite in a long lasting orbit.

Another thing I want to do with science parts in the future - I want to discover new bodies (dwarf planets, exoplanets, asteroids, comets) by putting a space telescope into orbit and performing a very long-running experiment. (Or maybe you unlock them by accumulating a certain amount of space telescope uptime, which also incentivizes putting more in orbit at once).

Both of these would be “infrastructure” challenges more than they are “capability” challenges, which is interesting to me.

I can't endorse this post enough!

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2 hours ago, BanzaiHeil said:

the KSP1 v1.12 content update that was promised 836 days ago? That update might help with the wait for the KSP2 Early Access period to complete. 

 

I'm too, and waiting for Console news.

For who ever took over the port to consoles for KSP 1, we don't know who that is. 

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At the moment I can't put my hands on KSP 2, but probably I will in the future.

One suggestion: Give rovers purpose to be. In KSP 1 it is/was far more easier to build a plane or a lander to get to new biomes. Give rovers a reason!

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2 hours ago, the_tunnel said:

Well I have ran into a issue that the game becomes Unplayable and the only fix was to completely delete the save.

 

I'm sorry to hear that! If something similar happens in the future, that corrupted save file would be extremely valuable in our effort to track down the problem. If anybody else has had this experience, please forward us your save file via the bug reports subforum.

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First, I'd love to say that I was blown away by the progress I saw with For Science!  I left a pretty unfavorable review when ksp2 released into early access, and I do feel like that review is happily outdated and out of touch with the current state of ksp2 in many areas.  But not all.  There are still some areas that I feel are holding me back from truly losing my life to the game (which I very much wish to do lol).  

 

Font style consistency/choices:

You have dotted text styles, pixelated text styles, and then normal text styles.  The dotted and pixelated ones are both difficult to read and annoying to look at.  If I didn't have a 4k screen I wouldn't bother with the game as I don't understand how some people could read that on a 1080 Or lower resolution screen. The ui elements also sport this 8 bit pixel theme that make deciphering what these icons even are.  Like what is the escape menu icon supposed to be, a hamburger???  And man, by the way your UI guys love dots!!!  Dots around the navball that get denser to fade the navball around the edges.  Dots around every flight ui element, Dots in the VAB ui icons, Dots dividing the mission control texts, Dots, dots, dots, dots, dots!!!!  Lol let's calm down on the dots, it's too much.

camera controls:

I'm not happy at all with any of the camera controls either in-flight, or in the vab.  Can't seem to find a camera view option in-flight that feel right.  But most importantly is the VAB.  There is massive room for improvement here.  I used to enjoy the time I spent in the VAB in ksp1.  Ksp2, I find myself quickly slapping things together to get to the flight as I enjoy that better.  KSP2 isn't the only game I play.  I also play FPS and survival games. I therefore I like using a low DPI on my mouse (500).  It is quite annoying that in a game where you build rockets that are more or less pretty vertical, i.e. up and down, you have to click your middle mouse wheel, drag your mouse up or down, release mouse wheel, reset mouse to top or bottom of mouse pad, and repeat to move up and down while building your rocket.  It just makes no sense!  What was wrong with scroll wheel moving you up and down and shift + scroll wheel to zoom in and out.  It was a perfectly fine and optimal camera control system.  You right click to change camera orientation around a fixed point of focus and you click middle mouse wheel and drag to change that point of focus.  I get so frustrated dealing with the camera controls in the VAB that I lose all the fun in building vessels.  Perhaps it's because I'm used to ksp1, but this is just something that I don't feel needed to be changed other than change for changes sake.  I certainly don't find it more efficient.  The part selection menu is now much larger than ksp1 with much larger icons.  I feel this is going to be more of a hassle when the full list of parts are on the table.  Also, even though the menu occupies more screen space, the center of the camera focus on the vessel is still located at the center of your screen.  This means there is less real estate on the left side of your workspace than the right based off the camera focal point.  Either make the part picker menu smaller to lessen this dramatic effect, or shift the focal point of the camera to the center of the usable workspace not the center of the screen.  

 

Fairings: 

another change for change sake perhaps?  Drawing farings was 10x faster and easier in ksp1 than it is with the new drag the arrows and accept system now.

Parts manager:

I don't hate it, it's nice to be able to select items on a craft when right clicking can be difficult, like when doing excessive part clipping.  In that aspect I find this system to be better than ksp1's right click individualized part menu system.  But, if I have the parts manager open and I right click a part, it should navigate me to that part in the manager.  I shouldn't have to hunt for a specific part in the long parts list when it's an easily right-clickable part.  

Performance:

While this update did take a huge step in a better direction, I do feel I need to say that we have a long way to go.  I am running a 13900k and a 4090 with 32gigs of ram.  In most situations I will say I am getting above 60fps.  But I can't say that we have even reached my modded ksp1 performance.  And in the future we are expecting to be building giant interstellar vessels, massive orbital and surface colonies and having these things coexist in the same physics loading ranges and across multiple planetary and star systems.  In ksp2 I'm having to keep my tracking station relatively clear in my save file to keep my frame rates up.  It seems even if the vessel isn't in physics range, just simply existing out there takes up a bit of resources and the more active vessels in your solar system the less performance your getting.  We will need to continue to see massive improvements if this game is ever to reach the level of scope this game was pitched on.  I'm not sure I would still recommend this game for people with computer specs on the lower end of the minimum specs requirements.

 

 

I'm not going to mention any bugs or graphics issues as I feel like you guys are already aware and are making diligent efforts to improve those areas.  I just wanted to point out these specific QOL issues I've experienced as I feel if no one talks about them, then no one knows that they need to be addressed.  Perhaps I'm the only one with these views, and that's fine, but I find it hard to believe people that have spent over 2k hours on ksp1,like for example even Nate Simpson, didn't sit down at the computer the first time to build a rocket in ksp2 and find themselves frustrated that simple things like camera controls that were used for hours on end for 10 plus years are suddenly totally different and not even as far as I'm aware effectively better.

 

But in conclusion I do have to say I am now enjoying ksp2!  Please keep up the good work!!!

Edited by DrCHIVES
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2 hours ago, BanzaiHeil said:

 I understand why you think this, but I am afraid you are not correct, by their own words from this forum (important parts in bold):

"Today we released KSP - Enhanced Edition on PlayStation 5 and Xbox Series X|S. This is incredibly exciting, and we believe it offers an amazing upgrade for our console players!

This release brings our partnership with BlitWorks to a close. The team at BlitWorks will be joining Larian as Larian Barcelona. We wanted to take a moment and thank everyone at BlitWorks who has helped us bring KSP over to consoles the last few years and wish them all the best on their new adventures.

We remain committed to bringing patch 1.11 and 1.12 to our console audience, and to support this we are creating new open positions to handle this development internally. It will take us time to get folks hired and ramped up, and we appreciate everyone’s patience as we work diligently to bring this to you next year.

We hope you enjoy this new offering of Enhanced Edition and can’t wait to see what new and bigger craft you create. Thank you and happy launchings

This was written by an old community manager and not anyone affiliated with Intercept. I'm afraid I am correct, and asking Intercept team members about a game they have nothing to do with is not going to get console players any closer to an update for KSP:EE.

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First off big congrats and huge thanks to eveyrone at intercept who has shepherded this through. I'd been unable to play for several months due to a specific bug but coming back the base improvement is really phenomenal. Im so thankful and proud of you all for grinding this out and taking care of business. Still work to be done for sure, but Im happy to say the game is much more enjoyable with some of those big bugs squashed. Im also really enjoying FS! content and its nice to 'be back' with that feeling of growing a new program and re-learning to do big things with a small number of parts. There are also a number of subtle but much appreciated changes from KSP's science mechanics and mission structure. Notice how folks are still making steady progress and there isn't a giant outry of "ARGH THE GRIND!" Thats a HUGE improvement over KSP1 and an accomplishment all by itself. Whoever made that secret spreadsheet did a great job. Im not through the entire progression yet and Im sure I'll give more detailed feedback in the future, but out of the gate the overall tone, atmosphere, music, pacing, and general structure is really phenomenal. I do think obviously there's also room for growth and improvement. A couple of key items I'd love to see:

- Interplanetary transfer window planner + alarm clock so players aren't hunting in the dark for windows and have a more tailored way of estimating dV budgets for their vessels.

- Biome and  topography maps - Lots of folks have voiced a love for SCANsat and science feels a little lacking without something similar. Certainly as we approach the Colonies update we'll want a way to scout out landing zones and potential colony sites in a more rigorous way, but even now biomes and discoverables feel really opaque and having a way to locate and clearly visualize them from orbit would go a long way to understanding where you've been and where you might go next. 

- More gameplay branches both in the mission tree and in the way parts are organized in the tech tree. Right now science and missions are performing decently as a basic process for progressing, but its tough to really invest intelligently in a probe-heavy or plane-and-rover-heavy playstyle. Its understandable that the game focuses on crewed exploration but its tough to make alternate strategies work so the process feels a bit weighted and linear. I think with some minor reshuffling in the tech tree alternate playstyles would be much more viable. I also think there are some key choke-points and missed opportunities in the mission structure. Right now there's a spoilery mission to land at a very precise location VERY early in the mission tree, much earlier than most players will have developed that skill. Players should really be given the option to explore and land on Minmus first as its a much easier training-ground for new players to learn soft landings in hard vacuum. With a few more optional landings under their belt taking on precision landing on the Mun will be much more approachable. 

Im sure much of this will come in time and obviously lots more with colonies and resources. I think you guys are great and thanks so much for persevering and making this game all it can be. 

Edited by Pthigrivi
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57 minutes ago, Bej Kerman said:

This was written by an old community manager and not anyone affiliated with Intercept. I'm afraid I am correct, and asking Intercept team members about a game they have nothing to do with is not going to get console players any closer to an update for KSP:EE.

The post was written a full year after the transition from Star Theory to Intercept Games, and 15 months before the PC version of KSP1 got the Mun Arch Easter Egg update. The teams are clearly related, especially when they are saying they took ownership of console version. Where do you think that former CM got the information from?

This is the Kerbal Space Program forum, not the Intercept Games forums. If you don't like me asking, feel free to point me to the right person or help get the answer for us console users. We've been asking in all locations for years and been ignored thus far, feel free to offer your all-knowing solution.

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55 minutes ago, BanzaiHeil said:

The post was written a full year after the transition from Star Theory to Intercept Games, and 15 months before the PC version of KSP1 got the Mun Arch Easter Egg update.

KSP 1 and KSP 2 are following two completely independent development cycles. Updates on Intercept have 0 impact on KSP 1 and updates on Squad/Blitworks have nothing to do with KSP 2.

55 minutes ago, BanzaiHeil said:

The teams are clearly related, especially when they are saying they took ownership of console version.

Intercept never took ownership of the console version. If you really think so, feel free to link me to sources saying otherwise.

55 minutes ago, BanzaiHeil said:

Where do you think that former CM got the information from?

The company mentioned in the post, Blitworks, and Squad, whom they were working with. T2 also owns them and Intercept, but they are not directly involved in the development of either game.

55 minutes ago, BanzaiHeil said:

This is the Kerbal Space Program forum, not the Intercept Games forums.

Of course, but you're literally asking this to a post made by someone at Intercept, someone who will not have insight into a project Intercept never touched.

55 minutes ago, BanzaiHeil said:

If you don't like me asking, feel free to point me to the right person or help get the answer for us console users. We've been asking in all locations for years and been ignored thus far, feel free to offer your all-knowing solution.

You're free to ask Squad or T2 themselves but you won't find any good answers.

Edited by Bej Kerman
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  • Action groups not repsonding
  • Parts/UI not responding to clicking
  • Craft out of thin air just mashing every single vertex into a random cloud of mashed potatoes in orbit of Minmus
  • Fuellines and Struts breaking when moving parts up or down
  • Resource Manager not opening properly during flight
  • Parts in Resource Manager multipling when trying to remove them from transfer after a transfer
  • Craft icons in map view scaling into giant view blocking creeprs of pixels when in another orbit and to close to camera (required when trying to pinpoint an orbit catch)
  • Flags not appearing anywhere after beeing planted aka total feature waste
  • All crafts no matter the type having the same icon
  • Camera totally not working as rotating towards a pol of a celestial body works as a multiplier for the movementspeed
  • Spammed autosaves in the VAB that you have to manually remove after manual saving
  • VAB camera randomly moving into initial position
  • Not possible to create manouver nodes when not in the same infleucne sphere, yeah great for planning....
  • Decouplers/Seperators deciding they just do not longer want to work by staging and have to be triggered manually
  • Lights only working after reloading the craft during flight/driving
  • Unbelivable useless UI with the pixalted 80s style is a reason to remove someone from the job as an UX has to be beneficial for use not something to hinder it; substance over style not the other way around!

I bought it now in winter sale, and with it feeling like it actually tries to fight me play it, i do not even want to know how it was at release. 60hours in the game now and i am just frustrated, annoyed and exhausted, but not having  actual fun with the game.

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This is the first time since .1 I'm having more fun than frustrations. I'm playing both Sandbox and Exploration, and I am very happy with what the team delivered in the .2 update. I am impressed at how few additional bugs were introduced, and how many long-term bugs have been eliminated or ameliorated.

The UI is in dire need of an overhaul. The more I progress in the game the worse it gets. Why isn't there an alarm clock and transfer window/angle calculator in the Tracking Station? Why don't I have access to advanced orbital characteristics? You want to improve the initial user experience. You want them to use external sources to access basic knowledge. That's contradictory. Put the info in there, somewhere. I don't care if it's pretty as long as I can read it.

Overall, I'll give the team a "That'll do, pig" for .20 and I look forward to seeing what 2024 brings.

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I want more! I want more missions! All primary missions are done and the Secondary mission is nearly done too! The only problem is the game is slowing down and lagging over time and more crafts are built! Thanks for the update! and I love it! 

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There are still tons of issues, but so far so good!

I personally think you guys should spend as much time as possible (without sacrificing content) focusing on the things that directly fight the players ability to play the game.

That would be things such as:

1) The camera in general.

2) Vessels in orbit making it impossible to select a body, or another vessel, etc.

3) The revert thing (as you mentioned) causing lost progress.

4) Controls not responding properly/correctly.

 

In general just sit down and play the game (or even get new people in that are blind to the game) and just make a note of various problems that are constantly ran into as they progress though the story missions. Those are the things that will start to eat away at peoples patience, such as for Alewx above.

 

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Cudos also to whomever fixed the minor but annoying way that Farings used to deploy; just had a Cockleshell separate into four different pieces and drift slowly off into the good night.

Not a major thing - but it was beautiful to watch; much better than the old 90 degree fall to Kerbin!

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This update was amazing, all the improvments and a actual storyline with the exploration mode were really great to see. :D

That being said we need quite a few quality of life improvments. Like those giant ship icons obscuring a world's view in the map, also the action manager not working well with different types of engines in the same ship, not being able to toggle ships orbits in the tracking menu or change the vessels icons (ship/probe/station etcetera).

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On 1/5/2024 at 10:00 AM, Nate Simpson said:

We’ve also noted some user experience gaps, most notably the game’s failure to properly communicate to new players that "Revert to VAB" is different from "Return to VAB" -  an oversight that has led some newcomers to lose their progress after completing a mission. 

I saw this happen on a stream by Mike Aben (around 51:15), so it can even catch out experienced KSP players who are new to KSP2. I suggest changing the pop-up warning to say "Your current flight and mission progress will be lost" instead of "Your flight will be reverted to the VAB" (which is evident from the option "Revert to VAB"). That would show why reverting is different from moving to the VAB.

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3 hours ago, TROPtastic said:

I saw this happen on a stream by Mike Aben (around 51:15), so it can even catch out experienced KSP players who are new to KSP2. I suggest changing the pop-up warning to say "Your current flight and mission progress will be lost" instead of "Your flight will be reverted to the VAB" (which is evident from the option "Revert to VAB"). That would show why reverting is different from moving to the VAB.

Also, why give an option to revert after you have recovered the vessel!?

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5 minutes ago, kdaviper said:

Also, why give an option to revert after you have recovered the vessel!?

That right there is the problem. I think that is a bug to be honest, as it definitely shouldn’t have a revert option when you have already recovered the vehicle. 

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