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Anyone else uninterested in .25?


johnnyhandsome

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I like the career mode update myself, but on the other hand I am actually disinterested in the spaceplane + integration honestly. It is nice and all but it is not all that important to me, I have made some things with the parts but I would like to see more options for pods. Right now if you want do a two man mission you have to add a second single command pod or only put two in the three man pod, the two man can is just not that great for what it is. I have been playing with the idea of using the new plane parts as part of a rocket that could house a lander inside, but it does kind of look silly. Also blowing up buildings and what not was funny for a few times but I would like to shut that off honestly, or can it be shut off I am not sure.

Wait for point 0.26 *cough*fine print*cough*

Personally I will remove/disable this when it is put in play, I have read the mod and it does not interest me at all. I hope they give us the option to turn off things like this myself, otherwise I will be ,reluctantly, going back to sandbox.

Edited by Liowen
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In many ways yes... What I mainly looked forward to was the new spaceplane parts, but sadly they just do not look good thanks to the textures. If you try to use them differently than how they are meant to, the textures will just not fit together. Would have even been better if they were just plain white and textureless.

What I wish most regarding parts is to let us just simply add our own textures. Now that they have added tweakable parts I just do not get why they just cannot let us do that. Another thing that would solve is the lack of windows. I rather make my own pods/cockpits out of structural parts, so being able to replace textures or set the colour to transparency/alpha would mean you could use regular panels as windows. This game is alot about you building your own creations and yet they limit the customisation. I also dont get why we cant have some procedural parts or a way to scale them.

Edited by boxman
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Not completely uninterested, but I'm uninterested in the crap Squad tried to promote most. I like building planes so obviously the new parts get me excited. Destructible buildings and the admin building... meh. The game could go on just fine without them. I'm not rolling back, but I'm not using those features.
It's been talked to death that the latest slew of updates don't have much for the sandboxers. Especially if Squad's gonna start cherry-picking mods, they're technically not even new parts. Hopefully Apparently they've confirmed future updates have fewer career frameworks and more content as we're entering beta after .26.

I agree with above statements, especially "unintersted in the crap Squad tried to promote most". The destructible buildings were an absurd feature to hype like they did.

I think the difficulty slider is the best part of the new update, and opens up tons of new possibilities.

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.25 doesn't add anything that's new to me, and it breaks my favourite mods, so really updating would be a downgrade for me

0.25 is defiantly a downgrade. My favorite MK1 Cockpit's texture got ruined.. why did they want to re-texture it if they can't do a good job on it? Even the model itself looks downgraded not just the texture...

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0.25 is defiantly a downgrade. My favorite MK1 Cockpit's texture got ruined.. why did they want to re-texture it if they can't do a good job on it? Even the model itself looks downgraded not just the texture...

To be fair the old Mk1 and Mk1 inline looked nothing like the other stock parts, they always stuck out as some odd leap in near-future tech from the preceding parts you unlocked, and all pods you unlocked after. The new models are more in line with the other parts.

I mean in the tech tree before .25 you'd go from:

Command_Pod_Mk1.png

To:

MK1COCKPIT.png

To:

RIkkQTN.png

It felt strange.

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I find it funny how many people mention that they're looking forward to the addition of Fine Print into the next version, which is something that Squad DIDN'T make! LOL

I think it's been a little sad lately that Squad sits back and just plays with things they think would be cool instead of actually fixing or improving anything. But when an awesome mod comes out that somebody else did, they jump at it to include it in their next version. Saves them a lot of work...

At least they announced that they're going to be working mostly on bug fixes and performance improvements now. However, they also mentioned that they're going to improve aero in the game, and I'm willing to bet money that they're going to try to integrate FAR or NEAR into stock, because then they don't have to do the work themselves!

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I find it funny how many people mention that they're looking forward to the addition of Fine Print into the next version, which is something that Squad DIDN'T make! LOL

I think it's been a little sad lately that Squad sits back and just plays with things they think would be cool instead of actually fixing or improving anything. But when an awesome mod comes out that somebody else did, they jump at it to include it in their next version. Saves them a lot of work...

At least they announced that they're going to be working mostly on bug fixes and performance improvements now. However, they also mentioned that they're going to improve aero in the game, and I'm willing to bet money that they're going to try to integrate FAR or NEAR into stock, because then they don't have to do the work themselves!

I've argued this before, but the modding community [to a developer] is the absolute best way to improve your core game. I'm sure not even Squad assumes that they're going to think of all the ways the game could be developed or improved, Squad knows Squad isn't perfect, and crowdsourcing ingenuity is free, expansive, pre-approving [and pre-rejecting], it's community rewarding, which spurs customer satisfaction, and it can fix a number of issues without any in-house manpower put towards it. From a broader business and a narrower product-development standpoint pulling mods into the stock fold has zero downsides.

That you could be snide and claim Squad is being lazy by adopting beloved extensions built by the community, even when they were designed to mesh perfectly with the core game and fix a number of issues, and from a business perspective make the product more desirable is really narrow-visioned. They're a tiny team, and not any more brilliant than many modders here. I mean that's what a mod is made for: to be used in the game, so why not make it stock if everyone's impressed with it? Such an odd knock against a developer to claim it's lazy.

Edited by Franklin
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Frankly, if a super-fan creates a mod for my game that makes the game incredible, and everyone agrees, I'm going to approach them to make it official. Borrowed-code pride and 'our vision' protectionism never made a great product, which is what you're suggesting Squad do more.

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I am uninterested in .25 at all because I play only sandbox mode. I am afraid it won't be interesting for me to finish career mode more than once so I'll give career mode a go when it is scope complete - that means when .90 is released :cool:

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I find it funny how many people mention that they're looking forward to the addition of Fine Print into the next version, which is something that Squad DIDN'T make! LOL

I think it's been a little sad lately that Squad sits back and just plays with things they think would be cool instead of actually fixing or improving anything. But when an awesome mod comes out that somebody else did, they jump at it to include it in their next version. Saves them a lot of work...

At least they announced that they're going to be working mostly on bug fixes and performance improvements now. However, they also mentioned that they're going to improve aero in the game, and I'm willing to bet money that they're going to try to integrate FAR or NEAR into stock, because then they don't have to do the work themselves!

These "things they think would be cool" are what the industry calls "core features" and they are nearly REQUIRED to be all added before (much) polishing is done.

In a game as popular as KSP, there is no way that any desired feature has NOT already been done in a mod by the time the developers get around to it. And if the feature has not been done by a mod, it's not desired. Look at how "meh" people are at destructible buildings. They were never implemented by a mod because nobody wanted them.

They announced they're working on bugs because they're (mostly) DONE adding things to the game. It's not an "at least" or a "finally." It's the way software is written.

It's like a kid asking his parents "are we there yet" 50 times on a car ride, and then when the car exits the freeway saying "Finally! I've been WAITING for you to get there and you finally decided to do it."

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I'm a sandbox player, with a career-mode save that I jump into from time to time to keep my manual skills up. I wasn't excited about .25 - and in fact it temporarily broke a lot of my modified stuff - but it did offer a load of benefits that I enjoy and everything's fixed now. So I'm happy with where we are.

What worries me is the prospect of paid content and how it'll be handled. We have a huge modifying community, all of whom are working for free in an open API. They deliver everything you could ever want and many of them will even fulfill individual requests for parts, (Lack is a good example of this). Sometimes - as with .25 - we see these mods included in the base package.

So what happens when this game goes gold? Will the developers leave the API open and allow free and open development, or will you wake up one day and find that your mods won't work unless the developer enters into an "agreement"?

I don't foresee this happening - Squad isn't Electronic Arts or Ubisoft - and I absolutely agree that developers are entitled to a livelihood. But we who have stood by them as users, and those who have stood by them as content creators, should not have to pay the price. If I'm worried, that's why. If I'm taking backups, that might also be why...

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Now that Claw has worked around the EVA bug (See Stock Bug Fix Modules) I've started playing 0.25 - the rest of the minor tweaks (Editor, part-buying, etc) definitely make it a worthwhile upgrade over 0.24.2 for me.

Very much looking forward to 0.26 (0.90) though - that sounds like it'll be a really neat update! Added biomes, new missions (Fine Print), hopefully upgradable buildings, and whatever they come up with for Kerbal Experience (I really hope something similar to Final Frontier). Quite apart from all the other imrpovements such as reworked editor.

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I haven't updated yet, but not from a lack of interest. Rather:

1) I want to "finish" my 0.24 career game, and colonize the solar system

2) Active Texture Management is still having trouble with 0.25 and I am reliant on it to keep my KSP running

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I haven't updated yet, but not from a lack of interest. Rather:

1) I want to "finish" my 0.24 career game, and colonize the solar system

2) Active Texture Management is still having trouble with 0.25 and I am reliant on it to keep my KSP running

I'm in the same boat, I get so little time to play ksp that I've not even gone to Duna yet in .24! Not any reflection on .25, I just want to do .24 properly.

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Same here, and I started using SPP in 0.24 when I heard it would be in 0.25.

So... its just strategies - which I don't need (though the project where you get increased recover % so you don't need to put a part down right on the runway does seem nice)

Destructible buildings is "meh" to me (and given that the drop of large spaceplanes often destroys the runway... meh).

Also in the 0.25 install, I put FAR instead of NEAR, and that added some headaches at high mach flight.

It in general ran slower, so, yea, I'm still playing 0.24 for now

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I just wish they would work out the bugs in for 64 bit,

That's beyond the control of Squad, mostly, unfortunately. That's issues with the Unity engine itself, so Squad has to wait for that to get updated. Funnily enough it works pretty well under Linux x64..

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I really like the new difficulty settings buuuuuut

I loathe it when a rocket freaks out, for no reason known to man (or kerbal)

Like when a rocket just disintegrates on the pad, because some sort of clipping problem.

Or when I somehow fire 4 stages at once (1 spacebar -> 4 stages?)

So... I've started playing with no quicksave and revert is OK, since most of the 'wtf' errors happen there...

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I just wish they would work out the bugs in for 64 bit, running out of memory even with active texture management makes me sad, and I can't stand how awful the aggressive version makes everything look :(

squad can only do so much. most of the 64 bit issues are with unity itself and not being stable in a windows 64 bit mode. with that said, I myself feel a bit blah about .25. it just doesnt hit me the way prior versions did. idk, maybe its a bit of burn out.

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Honestly, I didn't really care much for the update aside from the new parts. I like the updates that include more parts and I want an update that includes more planets. I've played through career mode a few times and I think it still needs a lot of work. I don't like how they have the random contracts that use different parts under different conditions. I would rather they have something more well crafted and significant for part testing. Or even take out the part testing contracts all together and put in real contracts, like land on the mun, land on minmus, bring a surface sample of Eve back to KSC ect. Actually have enough significant and crafted missions to take you to all of the planets in the system for a full career mode instead of having the grind contracts that you can do over and over. I also didn't like the exploding buildings as it seems like a waste of development time to me, but apparently this is setting up something for later down the road. The exploding buildings is something that I had to turn off because the launch pad and air strip like to spontaneously explode if you load a large craft onto them; so it was doing more harm than good. Or did they finally fix this issue?

I haven't looked at what's coming in .26 yet.

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Yeah, I don't like the contract much at the moment, but I accept that the current updates are just introducing features to the game and making sure they work together properly. Balancing and fine-tuning can come later, once the game is scope-complete. No point spending hours making the contracts perfectly balanced if then Strategies come along and break all of your hard work.

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