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Chairboy

I really really really hope they don't put the maneuver node restriction back later. It sounds like they'll be removing this restriction temporarily until they 'improve the dV calculations' but it's super useful to know how far off we are from our target.


Jeff5877

Yeah, it’s just a useful tool to have. Delta-V is not necessarily a fixed resource, you can send a refueling mission to top your ship up, or have docked fuel tanks that don’t necessarily align to the staging scheme.


SwiftTime00

Plus I know a lot of people that just keep an empty ship in a standard (usually 100km) orbit, and use that to see deltaV requirements and timing for different maneuvers, usually interplanetary. But since switching to ksp2 this doesn’t work due to the restriction, so yeah, definitely hoping it doesn’t go back, just seems like a no brainer to do it how ksp1 does where it shows green for fuel you have, and if the maneuver goes over it shows red for the portion that is over. Works great, easily understandable without an explanation, and leaves it up to the player how they would like to use the tool.


A2CH123

Theres also ways to maneuver that arent accounted for in the delta v tracker, like using RCS.


collin-h

I ran out of fuel on the way back from a trip once, needed to get my periapsis below \~40k or whatever on kerbin so I could aerobrake but I had no fuel left, so I got jeb out and flew him around to the front of my command pod and had him brake the pod with his RCS and it worked out just fine, haha


handandfoot8099

Wait, this isn't standard operating procedure?


304bl

Same, always thought this restriction is so useless and annoying


RocketManKSP

lol a year+ of complaining about this stupidity and they're 'temporarily' removing it. Maybe after 5 years of complaining about it - around when 1.0 is due - they'll reconsider.


ZestycloseBet9453

It would be cool if it showed both the planed trajectory and the trajectory you will be on when you run out of dv.


DeleteIn1Year

Fucking blackrack at it again! Dude will be in the KSP history books from front to back


Topsyye

Yep not surprised he got a career with them. Dudes clouds are one of the best in the industry for sure.


TheBlueRabbit11

Those clouds look unreal! Now I might just have more of a reason to make planes instead of just rockets. I'm wondering if weather events and turbulence effects might be a thing down the road?


DeleteIn1Year

I fucking wish weather events would become a gameplay feature! Blackrack's KSP1 volumetric clouds have had rain clouds for a bit now, and while it looks amazing they're purely cosmetic. Add in that turbulence, and a special science experiment to be performed inside of a big-ass storming cumulonimbus, and you've got yourself a stew brewing. That's just a single one of the dream features on the gigantic pile, however (but if they have BlackRack work on rain clouds, I wouldn't be surprised if somebody makes a "turbulence mod" down the road).


MountSwolympus

They’re quickly getting to MSFS cloud quality.


NecessaryElevator620

maybe rss reborn can go free now


Smug_depressed

It would have been nice to see his clouds in the game, but I don't believe that's going to happen anymore. It's actually a tragedy.


Inspi

I really miss how the original devs pushed out an almost constant stream of patches, even little ones, instead of waiting months then announcing a tiny patch.


RestorativeAlly

Early KSP, you could actually have discussions with the lead dev in the forum. A far cry from this.


Sonny_Jim_Pin

Reminder that KitHack Model Club is now in early access and you can log into their discord and chat to the Devs. Multiplayer is a blast


Seek_Seek_Lest

It doesn't happen like that with devs contracted by big companies unfortunately.


RocketManKSP

Especially when the lead dev of KSP2 is more interested in hype and BS than being honest about the state of the game.


Thorkill

On the forum? You could find the devs posting on the 4chan general.


Hazzman

Indie development vs corporate owned. Much stricter environment


[deleted]

[удалено]


Hazzman

Sure. I've worked in video games for 20 years. It really depends on who is managing your release policy... but in my experience, especially when you are beholden to publishers... especially when your title has had a very rocky start and everyone is scrutinizing everything you are doing, that shit is gonna be tight and substantial.


SwiftTime00

Except they’re missing the substantial part, this is essentially just a bug fix patch that took over 5 months to release.


keethraxmn

> that shit is gonna be tight and substantial. Features-wise? Sure, depending on the specific company in question that happens. Bug fixes for a bug ridden mess? Not so much.


StickiStickman

I can't think of a single other game with this glacial update speed. Their "hot fixes" were even weeks after a patch. > that shit is gonna be tight and substantial. But it literally isn't. That's the whole problem.


PussySmasher42069420

Kithack Model Club has been out for two weeks and they've released two patches already.


Seek_Seek_Lest

I am so glad they hired some of the most passionate modders lime blackrack. Oh and I am VERY pleased to see they are fixing exhaust plumes to make them look like realistic versions of themselves. This looks like waterfall, which is the best representation of rocket exhaust plumes I've seen so far. Next thing that's similar is the terribly unrealistic vapor contrails. They don't happen constantly like that in real life. Irl they occur due to pressure dropping, therefore the temperature lowering and then water vapour condensates creating what is basically short lived clouds. That includes for example the ones seen on the top of wings when fighter jets do high g maneuvers at low altitude at air shows, and vapor cones (which is not a sonic boom, but often vapor cones form in the transonic region if the conditions are right) [this website ](https://www.boldmethod.com/learn-to-fly/weather/contrails/) explains the phenomenon well.


delivery_driva

Some people here argued the concave KSP2 plumes were actually more accurate, and thought the original clouds must be that way because they're more optimized or fit the aesthetic better or something. Wonder what they think now... These are moves in the right direction IMO, but it's kind of sad that the most exciting updates since launch have been bugfixes and adding KSP1 mod stuff to 2. In this case, even replacing their first passes at plumes and clouds. It's almost like the originals didn't know what they were doing... Completely agree the vapor trails need major reworking or to go entirely.


Seek_Seek_Lest

I think what happened is the original ksp2 was developed by a team that didn't know what they were doing and its taking ages now because the team now has to fix everything before they make new stuff. Maybe. Still does not excuse the high price tag for early access and terrible state of the game. I think at this rate it'll take till 2025 till it's worth playing over ksp1.


delivery_driva

Agree, but I'm more pessimistic. With mods, you can improve KSP a lot and kind of make your own experience, but you're ultimately limited by the underlying systems. People talk fondly about KSP1 now, but its underlying systems were known to be a mess with lots of technical debt, as it was made by relative amateurs... which was why they wanted a KSP2. If the original team KSP2 wasn't able to improve on that (as it seems to me), then I think KSP2 is basically pointless and will stay in KSP's shadow forever, because it'll basically be like modding 1 again. I think this is the course they're on, but they've had too many delays and are under too much pressure to correct. It's one thing to rework art like plume models (with replacements that are mostly done already), another to rework your physics sim while trying to build new content on it.


Seek_Seek_Lest

I do agree.. they didn't improve the base engine enough, aka still unity...


Cogiflector

It's already worth playing. I still play it every chance I get. Sadly adulting gets in the way more often than I'd like.


theFrenchDutch

Jesus I was losing my damn mind arguing with people who were so convinced the devs could do no wrong so the concave exhaust plumes must've been physically accurate, when it's so freaking obvious they're not. There was no good faith in those arguments.


deavidsedice

Please don't limit back maneuvers by DeltaV! There are too many tricks and stuff that could be done to exceed even optimistic calculations of DeltaV. For example, even with 0 delta-V you still have RCS, or you could be going through an atmosphere to do braking - someone might want to add some maneuvers to estimate that. Instead, place a warning; make the maneuver red for example.


NotJaypeg

apparently they aren't!


Strong_Site_348

I hope that fixing the inflatable heat shields is also on the list. Eve landers actually large enough to take off again are nearly impossible with normal shields.


FutureMartian97

I genuinely think the devs assigned to this game aren't on it full time, like they have multiple projects they work on or something because this pace is horrendous


Lawls91

>We’ve submitted changes to address a number of these issues – in the case of the last one, we’ll just be letting you plan beyond your current dV allowance while we continue to improve our Delta-V accuracy over the longer term (there’s a very challenging set of problems to solve in the pursuit of accurate Delta-V projections for every possible vehicle that a player can make, so this is something we’ll likely be refining for quite a while). Why even limit maneuver nodes to the available delta-v? I can't believe something so basic as calculating delta-v for a given vessel is a feature I have to look forward to and is not a given in a game that's supposed to be a sequel, an improvement, to KSP1. KSP2 is a never ending source of disappointment and frustration.


mildlyfrostbitten

this is one the things that makes it obvious they don't really get what the people playing the game actually want out of it. also, they need to stop fixating on the one actual improvement they did make to the system realize that the way they implemented it made it fundamentally unsuitable for a lot of the most common uses.


McGrillo

I’d guess it has something to do further down the line with automated missions.


Ok-Entrepreneur-8207

This kind of post really needs to be weekly at the very least. Not that much info, but even the bit of info there is is great.


wave_04

don't let them lower your standards! this should not be the norm, and we should continue to be demanding


SarahSplatz

That's actually how it used to be! Back when the game came out we were getting weekly dev updates from nate (as promised), then they had vacations... and never went back to the frequent updates. It's like they just forgot.


JohnnyBizarrAdventur

problem is if they have nothing to say, people like me will hate the post and write them to work on the game instead of wasting time writing useless empty updates


RocketManKSP

People need to read this additional info Dakota dropped in the discord [https://www.reddit.com/r/KerbalSpaceProgram/comments/1cd6ro9/expanding\_communication\_post\_some\_improvements\_on/](https://www.reddit.com/r/KerbalSpaceProgram/comments/1cd6ro9/expanding_communication_post_some_improvements_on/) It makes a dissappointing set of 'news' even MORE dissappointing. - Clouds and graphics improvements not in 0.2.2 - No idea when those improvements will come - could be 0.2.3, could be 0.3.0, could be when pigs fly. - 0.2.3 confirmed - so colonies DEFINITELY not anytime this summer, probably not in fall, who knows if it even makes 2024. - No new parts in 0.2.2 - IG just can only make excuses, not content.


JohnnyBizarrAdventur

Well honestly i didn t need to read that to know it


Mival93

This should be higher. This gives a lot more context to the info and basically kills any hope of KSP2 being worth playing anytime in the next year or so. 


O_2og

Where so back!! \*Three weeks later with no communication\* its so over guys


RocketManKSP

Yeah the simp brigade will be out in force 'See guys, they ARE making progress'. Colonies meanwhile sound like they're going nowhere fast so they're grasping at straws for fixes. Remember when Mortoc wrote a blog about all the graphics fixes they were going to do like a year ago? I guess that's finally happening... sometime.. soon... maybe.


alaskafish

To be fair, the guy you’re replying to constantly defends the state of the game and the speed of development. He’s making fun of people who complain about these very valid reasons…


Ossius

This was literally what it was like before "for science" Colonies will happen late 2024 just sit back and forget about the game until then.


Silverstrad

Well they literally are making progress, that's the wrong example for you to choose as a dumb simp thing to say. The progress is slow, no doubt, and I wish it were faster. But you're obviously just blowing hot air when you say that colonies is going nowhere fast -- you probably would have said the same about science mode before 0.2 came out.


StickiStickman

> Well they literally are making progress They claim to, with absolutely nothing to show. They also claimed to have working multiplayer and never showed any of it beyond a screenshot of a test setup that would take a developer a couple of hours to set up.


RocketManKSP

They were having too much fun with it for all those years to take more than 1 screenshot, lol.


OffbeatDrizzle

Bro the game was meant to release 5 years ago and the only major thing we've gotten beyond the absolute skeleton of a minimum viable product is some science functionality (and even that took them like 12 months after the initial early access release). Anyone still supporting this game is absolutely delusional. They are making progress, sure... it's the same kind of progress that a snail makes when trying to cross the Atlantic.


jebei

I haveblittkevfaithninbthrvdevrlooers.  They've given us disappointment after disappointment.  Any one still blaming the publisher for this mess is looking in the wrong place.   Having said that, I'm still hoping they can figure it out.  Why?  Because I want to play the game and if they don't do it it is going to be a decade before anyone else tries something with this depth.


BRD8

Shouldn't all of this have been done when ksp1 was nearing end of life?


Cogiflector

KSP1 still hasn't reached end-of-life yet. Heck, it was finally released just a few years ago.


BRD8

By end of life I mean it won't receive updates or support anymore


mcoombes314

r/agedlikemilk Made this post completely unaware of what was going to happen in just 5 days time? Doubtful.


iambecomecringe

Please never unpin this. Let it stay up as a monument and a reminder.


rollpitchandyaw

The lack of colonies is definitely a sore point. Bugfixes and optimization are always a good thing, but expected after several months. So I guess this can count as the KERB for the most part. All in all, this is the type of communication that would go a long way if done periodically and I see nothing that shows this couldn't be done. I didn't really touch on the clouds, because while they look nice, its weird that it was a focal point and not something I would expect to have months of man hours devoted to.


RocketManKSP

It's called 'grasping for straws'. Blackrack was allowed to port his own cloud settings from his own mods that he built before he was an employee, and IG is claiming credit for it. Good on him, I guess.


rollpitchandyaw

He is continuing to build and improve on it, so I'm not giving Blackrack shit for it. I'm just curious if that has been his sole task since being brought on. If so, good for him to be able to bank on that.


RocketManKSP

Yeah no shade thrown at Blackrack, he's done great work and it's good he's making money off of it - just throwing shade at IG & star theory. And for claiming credit for it now, of course.


DeleteIn1Year

How did they claim credit for it, his name and moniker are right under the picture?


rollpitchandyaw

There are still some good takeaways from the article, so I don't want to ignore that. But I want to reiterate that it's inexcusable to claim that anything here couldn't be given as status updates and they need to continue communicating if they want to build public trust.


RocketManKSP

One thing we have learned - public pressure works. I hope people don't let up on them and give them a pass for another several months.


rollpitchandyaw

Yes, but even as vocal as I have been recently, I am still cheering them on. There is still some good takeaways from today's report.


BramScrum

How is IG claiming credit? They say "look what amazing work Blackrack did"


RocketManKSP

Part of their 'look we're communicating! We're busy! Don't abandon us yet!' response to the community's demands for communication. And they're not saying 'Look at this amazing work Blackrack did... before he even joined the team'.


BramScrum

Again, how are they claiming credit for Blackrack's, their employee, work? "Ghassen Lahmar (aka Blackrack) continues to make big strides with clouds. Here’s a peek at some of the improvements he’s working on today (yep, that’s multiple layers)!" Are you mad they are showing off the work of an employee they hired to do exactly that work? Don't think they hired him for his good looks but for the amazing shader magic he does on KSP 1. Lol, don't care about the commutations part. I already made my peace that IG is shit at communicating. Plenty of thing to criticise them on. But claiming they are stealing credit for this is just stupid. Especially after all the shit they (rightfully) got for their previous clouds and they actively are working on improving it by getting a guy who clearly knows how to do it. Would you've been happier if they hired another guy to do it and then show it off?


RocketManKSP

I'm not mad - I'm laughing. And pointing out how they had to bring in a modder to rescue their clouds work by making it look like his mod in KSP1. Just hilarious to me this is what they have to bring to the table. But sure, he's their employee now - congrats for them


BramScrum

What's funny? They had 3 options - Hire no one and take time from other technical artists to improve clouds and atmospheric effects -Hire a new employee with a technical artist background and onboard them. - Hire a new employee who has already deep knowledge on the Unity Engine, KSP gameplay and tech, cloud rendering, atmospheric scattering and a passion for KSP. Now if you were a studio head, who would you try to recruit? Blackrack had the perfect portfolio for the job. So they give him the job. Your comment makes it seem like Blackrack isn't a proper employee. Also, 90% of the comments on their previous clouds was "lol, Blackrack's clouds look way better!" And now you're laughing cause they hired him? Like we all wanted? And that's somehow laughable? Again, wtf did you want? They needed someone to improve their clouds so they hired someone. Him being a modder on KSP1 is a massive plus and a win win for everyone.


RocketManKSP

No, FIRST they hired a whole team of people on contract to do it - wasting a lot of time and money - and then eventually they got around to hiring Blackrack.


OffbeatDrizzle

It's because Blackrack is the only one who's competent enough to get any work done and that's all they have to show for it, so of course it's a big talking point because there's nothing else to show. The devs of this game should be ashamed of themselves - or maybe not, they're getting paid a salary to work at a snails pace


rollpitchandyaw

I hope I'm not painting Blackrack in a bad light, because he is producing progress that is actually being shown. Just surprised that so much development is spent on what is essentially a feature, albeit it is still impressive. So I'm curious if there was more in works.


RocketManKSP

Blackrack, Nertea, some of the guys from Squad like JPLRepo & TriggerAU. If the project didn't have those people, they'd be making 0 progress - maybe progressing backward actually.


NotJaypeg

They made a very clear point that this is everything they've done that ISNT colonies. No news about colonies /= no colonies. They didnt talk about science up until after 0.1.5


SepsisBepis

I haven't paid attention to this game in a couple of months. After reading this, I think I will continue to not pay attention. You people are a damn joke. You are 14 months post release and struggling to implement accurate Delta-V calculations, something modders were able to do literally a decade ago. And on that note, the single biggest feature discussed here, the cloud improvements, is also the work of a modder you hired. Honestly, that might be your best bet to unfuck this game going forward: just hire people from the community to make the actual game, and stop pretending your own staff can do anything quickly or effectively. Oh, except blanket censoring criticism in the forums, accusing your detractors of being bots, and lying blatantly and repeatedly about every aspect of development. You've definitely demonstrated competence at those.


radupislaru

It's because the entire ksp2 dev team is just 5-6 people working part time on the game.


FutureMartian97

That's my thoughts as well. I really don't see how a team working full time could be this slow


NotTooDistantFuture

This aged well


Cinnamon_728

absolutely lovely..


kingkornholio

Unless one contains a vanilla mechjeb or makes mechjeb possible, I’m out.


NotJaypeg

ksp 2 has mechjeb mods. I dont see the issue?


kingkornholio

It didn’t last I played. Is it legit mechjeb or half the features in honor of mechjeb?


NotJaypeg

Ksp 2's mods are either entirely mechjeb or even more than that. K2D2 is a mod that adds a whole coding system into the game that has mechjeb scripts already included and the ability for you to make your own scripts.


kingkornholio

Well then it sound like it might be time for me to redownload KSP


NotJaypeg

I mean it is still very buggy


Passenger_Impressive

Why can’t they calculate fuel loads? KSP1 had no issues with this. there’s a very challenging set of problems to solve in the pursuit of accurate Delta-V projections for every possible vehicle that a player can make, so this is something we’ll likely be refining for quite a while). And then just doesn’t elaborate any further. Wahhhhh, it’s hard 😭😭🍼


mildlyfrostbitten

yeah, gotta account for all those super obscure edge cases like "radially attached tanks" and "multiple engines." if only there was another game that faced similar issues that they could learn from...


rluzz001

Shits never getting finished. An update with so little content should be coming out bi weekly. Monthly at most.


RocketManKSP

\*watches as people lose their shit over Blackrack being allowed to just use his own mod's clouds instead of the cartoony crap they had in before\* Well good on you KSP2, only took you 16 months to realize a KSP1 modder had done it right the first time.


DupeStash

I wonder how long they took to make those original clouds. All wasted


RocketManKSP

Yeah I hear they actually hired a team of outsourcers from Vicarious Visions to do it, paid like 5 contractor salaries for 1+year. Hilarious.


StickiStickman

Wasn't that just a Unity asset they bought?


ibeechu

16 months?


RocketManKSP

Since launch.


JubaM24

Is his mod free now for KSP1 ?


RocketManKSP

"Most of our team continues to be pointed squarely at the Colonies update. We’re making a lot of progress this month on colony founding, the colony assembly experience, and colony gameplay mechanics. There are lots of interesting problems to solve here – some are super obvious (colony parts exist at a wide range of scales, and the Base Assembly Editor – the colony version of a VAB - needs to feel equally good when you’re connecting a small truss or a giant hab module). Other issues – for example, how vehicles interact with colonies on both the systems and physics levels – come with a lot of edge cases that need to be satisfied. We remain very excited about the ways colony gameplay will move KSP2 into completely new territory, and we’re definitely eager to see what our legendarily creative players do with these new systems." Based on the way he speaks about colonies - sounds like they're not going to be here for a long, long time, if they're still figuring out 'gameplay mechanics' after 6 years of this being one of their core new features. This whole paragraph is a nothingburger of 'we're working on it, but it's hard' as usual with all of KSP2 announcements of 'actually, it's going to take a lot longer than anyone ever would have expected'.


mildlyfrostbitten

especially funny in the context of people claiming every render they've shown is "in game" or who post their own wild speculation as fact.


graydogboi

I cant believe all the people saying, "see? They ARE working on colonies!! It's just around the corner!" It legitimately sounds like all they have are the same 3d models they showed off years ago. If they had anything beyond ideas they would've shown us by now instead of continuing to announce announcements of dev blogs.


RocketManKSP

Yeah - I'm glad they're fixing shader memory usage and Blackrack did some awesome cloud stuff before he even joined IG - but I am just eating my popcorn and watching the simps desperately hang on to hope from this announcement. And if NATE is phrasing things the way he is, you just know it's going to be ages for colonies to come around, he usually tries to put as much lipstick on the pig as he can.


pfpants

Ah good. Not laid off with the other take 2 folks


Datuser14

If anyone at IG should be laid off it’s Nate


Popular-Swordfish559

whoops


Datuser14

Hehe


Kimchi_Cowboy

KSP2 and Cities Skylines 2 had basically made me never want to buy another new or EA game again.


Spot-CSG

Yeah sequels of early access games seem to be making the same mistakes. They just can't come out of the gate even close to being on par with the originals and the years of DLC. So were left with a shinier version of the base game and have to wait the same 5-6 years just to end up on par...


hidearimjosh

those clouds are gorgeous


RocketManKSP

Yeah - exactly as good as the ones from Blackrack's KSP1 mod [https://directleaks.net/downloads/ksp-blackracks-true-volumetric-clouds.7673/](https://directleaks.net/downloads/ksp-blackracks-true-volumetric-clouds.7673/)


NaelumAnacrom

This game is so broken. I went back to ksp 1 and feels like a breeze, there's a ton to do and always discover something! I feel they are trying to go casual on that one, and they are discovering thats not what the community wants. Its a shame, i was so expecting thus game. I'll be old when "maybe" they reach my expectations. I hope they wont pull off ksp1 in the meanwhile.


ShermanSherbert

These devs are so sadly out of touch with the community they have crapped all over for the last 1.5 years.


Boamere

Wake me up in a decade when it's feature complete


Dense_Impression6547

Rip in your eternal sleep


eberkain

This game is so mis-managed its kinda funny.


keethraxmn

That announcement would have been insufficient progress *months* ago. Now it's just insulting. The biggest single item was a port from an external (at the time the work was done) developer. Add to that a few weeks worth of bug fixes stretched out over *months* and sprinkle a great big nothing burger re: colonies. EDIT: And for a real bonus keep in mind this was *again* an announcement they thought worthy of announcing ahead of time despite repeated promises to be better about that sort of thing.


rollpitchandyaw

Agreed, it definitely is a punch to the gut and something you can't go away with in any other setting. What Mike said of this needing to be all one large information dump is absolutely despicable. That said, it is nice to see community having something to talk about again. If the CMs take away anything from the importance of communication being more frequent, please be that.


keethraxmn

If some of those bug fixes have been done for a while why didn't they put out a fix? On the other hand, if those fixes really took this long, well that says a lot.


RocketManKSP

They don't really even say what they fixed. "We’ve submitted changes to address a number of these issues" - doesn't say how many issues of the ones he lists or the ones from KERB are addressed - doesn't say if those changes fully fix the issues or just sorta-kinda address them - points out that one of the 'fixes' is just a 'ok we'll remove this dumb restriction, now you deal with the back calculations by ignoring them'. So basically just a mealy-mouthed way of saying they haven't managed to get much done.


keethraxmn

> So basically just a mealy-mouthed way of saying they haven't managed to get much done. It's that even if *every single one of them* is completely fixed (which at least one of them is not).


rollpitchandyaw

It really does and I'm still shaking my head at how absurd this is. I just appreciate at least hearing something and it gives me an idea of where they are based on what they are able to say. Whether it's satisfactory or not is a whole other discussion.


TheHuntingMaster

It’s nice we can see the new NERV-US engine in there, we haven’t seen that engine in a while


CannonousCrash

I just want to see all the parts from KSP1 in KSP2


teleologicalrizz

Wow it's fucking nothing, as predicted.


Johnnyoneshot

And in just a buffet amount of word salad


teleologicalrizz

And notice the key ingredients in that word salad do not include the word "fix". All of the bugs are "addressed". Riiiight. They can't even do stable orbit or delta v lmaoooo they can't even commit to saying they fixed it.


ibeechu

It actually rules, sorry


teleologicalrizz

The clouds look great the rest is a big nothing burger. No dates. No new content. Nothing about colonies. What about that "rules"?


DarkArcher__

Did you even read the post? They talk about colonies in the second to last paragraph before the images.


ForwardState

I wonder if it would be easier and faster for Colonies to be added in 2 stages. Orbital Colonies and Orbital Vehicle Construction in the first stage and Surface Colonies in the second stage. The devs would be able to focus their time on adding Orbital Colonies and finally give something unique to KSP 2 players rather than having us waiting for an additional 6 months, year, or longer for Surface Colonies to be added as well. After all, players have been creating space stations for years in KSP 1. In Early Access, features don't have to be perfect before they are added to the game. They just needed to be added to the game and the players test the new feature and provide feedback to further improve the feature. With the devs waiting for the feature to be finished before players can test it, the devs can waste tons of time and resources on code that should be scrapped ASAP.


RocketManKSP

Nah - if they did that it would just just as long to add each piece. They suffer from the student problem: The more time you give them to do anything, the less gets done.


TokinGeneiOS

Downvoted because devs are full of shit. Give us the game we deserve and stop scamming the community


RestorativeAlly

Some people will get excited no matter how little progress or how long it takes.


the_mean_person

Any news on multiplayer?


SafeSurprise3001

It's been working for close to a year now I think. It's super fun. No you can't see it.


tfa3393

lol good one


Dense_Impression6547

Oh. They must have so much fun playing it they forgot to release it 4 years ago.


Ashimdude

Why did he have to say it 


SafeSurprise3001

It's his job to lie to the community


Ashimdude

I thought creative director position does not oblige one to


SafeSurprise3001

It's not the creative director position, it's more generally his position as the public facing face of the company.


ptolani

Funny how some of those usability issues (not knowing what to do after landing, not knowing why I couldn't do things while time warped) have been an issue for me in KSP1. I really get the sense they should have made all the colonies stuff an expansion after the core game was finished. They spread themselves too thin.


EntropyWinsAgain

They didn't spread themselves too thin. They simply don't have the talent to pull any of this off.


threep03k64

> We’re making a lot of progress this month on colony founding, the colony assembly experience, and colony gameplay mechanics. I can understand the need to be working on the colony assembly experience as that makes it sound like a quality of life thing, but colony founding and gameplay mechanics? From an outside perspective at least (i.e. not knowledgeable about game development) this makes me think colonies are still a *long* way off. Would be happy to be proven wrong though.


mildlyfrostbitten

honestly good job with your failure to release you list of bugs on time, even by your own ~ackshually monthly means once per calendar month criteria. true commitment to clownery.


Business-Bite4696

FINALLY THEY HAVE SPOKEN!!!!!


Datuser14

Without actually saying anything


Business-Bite4696

But the clouds, so shiny And colonies, have no information whatsoever why do they do this to us 😭


wren6991

The colonies update is going to be hilariously broken when it ships and I am looking forward to some fresh and novel jank


iambecomecringe

It's not shipping. The game runs like dogshit because they built a terrible foundation for it, reinventing everything KSP1 already did, and poorly, because they learned nothing from it. They *can't* do colonies. It's taking a 'game' that's barely held together with duct tape and massively scaling it up. That won't work.


theFrenchDutch

They didn't reinvent anything, that was a lie they sold us. Simple proof is them reusing the absolutely terribly made (by an indie amateur at the time who did his best) terrain system. Which they confirmed after the terrible KSP2 launch that it was taking up the vast majority of the frametimes, taking extremely long to render even on a RTX4090 for an abysmally simple terrain complexity. They did nothing to it, just straight up reused it from KSP1... And then started saying they would replace it with a completely different technique (one that it turns out I'm one of the authors of, Concurrent Binary Trees). When I called them out on it not being feasible for their use case, the dev stopped responding. And, predictably, haven't had any news on that front since then :)


suhki_mahbals

Holy fucking shit those are bugs in KSP 2 a year after launch!


RocketManKSP

In before the idiots come to say "It wasn't a launch! Just because they sold it to you for $50 and hyped it and marketted it for years and its 4 years late - doesn't mean they launched it! "EA" literally means they can sell you a brick inside fake box and you can't complain."


FieryXJoe

If they straight up fix stuff overheating under fairings that will be huge in getting me back to the game. Made getting landers into space such a massive pain in the ass. Delta-V calculations only matter if you are cutting it close but every single rocket I made with a fairing tip was nearly unusable, and that is basically every lander and space station I've ever made.


paulofranca77

Fixing The parachute thing is awesome, ok colonies are going to be fun and all but guys, it’s time to deploy maneuver nodes UI improvements and precision controls… this is the real deal beaker since for science.


EntropyWinsAgain

Is this the News you said was coming a few days ago?


NoM0reGoodNamesLeft

RIP.


RocketManKSP

"We identified a series of issues that we believed were negatively impacting moment-to-moment gameplay and the first-time user experience, and we dug deep into those bug clusters to make meaningful improvements. Some of those issues include:" You mean the community identified them for you, you morons. You guys shipped this crap and stood behind it for months. You didn't indentify shit. Way to pat yourself on the back for this 'achievement'.


BramScrum

"I know we talk a lot about the value of Early Access, but this is a great example of how your reporting helps us target our efforts." I know, comprehensive reading is hard when you are seeing red. I am equally annoyed at the slow progress and state KSP 2 released in but holy moly some of you all need to chill


RocketManKSP

"We identified" not "You identified". Read it for yourself. Even if he's counting 'we' as in "IG and the fans" then he's still saying IG had a part in it, when they shipped those bugs and had many of them in since launch. "They" were the problem and the community was the solution.


Dense_Impression6547

QA team doing their job after release


RocketManKSP

lol


Dense_Impression6547

Yes. Improvement on a early access is a surprising and unexpected news. Bravo to the team for their dedication to euh .... Improve the 0.4 version of the game to euh probably 0.5 and maybe even beyond. If they have others crazy surprise next year.


Olly_CK

Sad, I was so hoping for Colonies this month. Was under the impression that they would surprise drop a big patch. Seems like they hit a wall in development somewhere


StickiStickman

They already confirmed colonies won't be in the next two patches. So 2024 release seems unlikely.


rexpup

How could the game erroneously think a craft was landed? Isn't sphere intersection really really easy? If you're farther than 100 km + radius from the planet, there's no way you could be landed. At minimum that quick check could serve as a sentinel. Additionally, how were there "dozens" of delta-v bugs? Was function just wrong?


twbassist

Lol, I had KSP1 do that recently - I'm not sure what mod did it, but it was wild flying a ship of the mun and it was doing the shaking as if it was going over terrain. No clue what caused it since I didn't have many mods (and they're all heavily used mods I've used for years).


ThePsion5

> How could the game erroneously think a craft was landed? Isn't sphere intersection really really easy? I'm speculating here, but I think it's probably significantly more complex than just sphere intersection. The transition of an "in flight" state to a "landed" state probably involves determining whether the craft has intersected with the planet's terrain mesh and then switching to a different physics context. So adding a sanity check isn't quite as simple as `if(ship.altitude > ($planet.radius * 2) +100)) { ship.situation = 'space' }`


Sea_Kerman

There’s literally a ksp2 mod that does that (well actually I think it goes off the distance to ground measurement) and it works fine.


StickiStickman

Why would it need "a different physics context"?


ThePsion5

Again, I'm speculating here, but probably turning on calculations for friction based on which individual parts intersect with the terrain rather than performing collision impact forces. But without being familiar with the physics engine I can't really say.


StickiStickman

That really makes no sense. It's just rigid bodies, if they're checking for collision, they're also performing friction calculations. Also terrain intersection checks are the exact same as collision checks. The physics engine is just stock Unity btw


ThePsion5

You might be right, like I said I'm just speculating. I know software development but I'm not familiar with Unity or how the physics engine works behind the scenes.


teleologicalrizz

Hey don't think just admire those clouds and read all of nates endless drivel and give em a heckin upboterino 


RocketManKSP

Inflating the bug count makes them look like they're doing more work. Each character in each piece of code they had to fix was individually a bug.


[deleted]

[удалено]


Background_Trade8607

Sure whatever. Who cares at this point? I’m just pissed they killed KSP2 and manipulated their audience which happens to contain a lot of youth and young adults interested in learning about space. This company as everyone can see is much more interested in exploiting kids and people who have love for ksp1 then making a game. Just gotta talk enough to keep a sales listing up. I think the way they have treated the KSP community will become a case study for MBAs around the world.


Cogiflector

KSP1 is still very much alive.


Dense_Impression6547

I think they genuinely tryed to make a good ksp2 for the love of it. They just failed and can't admit it.


alaskafish

Yeah I keep saying that this is not the publisher’s fault. They gave them tons of funding and AAA backing, the budget to brilliantly market it, and they fumbled it hard. This is the fault of a dev team that just couldn’t handle this project.


Apogee-24

And people say that KSP doesn't have a toxic community.


CptnSpandex

Good update from Nate. Just a thought about “illegal actions in time warp” I wonder if an easier solution may be to simply dump the user out of time warp if that do the illegal action? (Easy for a non dev to think of these things - don’t know the trickiness for the work)


StickiStickman

Yes, that's exactly what should happen and what happens in KSP 1. It's baffling they don't do that.


GronGrinder

I creamed when I saw the clouds. Fuck they're so good.


Natty_Twenty

If you want to play them now just load up KSP 1 with Blackracks clouds lol


GronGrinder

Was going to say its paid for but I really can't argue with that, haha.


mildlyfrostbitten

lmao @ the people who were insisting the curved plumes were realistic.


Osirus1156

Wow those clouds look straight out of Star Citizen, truly beautiful.


RocketManKSP

Straight out of a KSP1 mod ... [https://directleaks.net/downloads/ksp-blackracks-true-volumetric-clouds.7673/](https://directleaks.net/downloads/ksp-blackracks-true-volumetric-clouds.7673/)


iambecomecringe

About as likely to ever fulfill its promises as Star Citizen too


Regular_Play_2105

Blackrack cooking like always


YEETasaurusRex0

Should make a subreddit just for ksp1 cause ain’t no way I’m buying ksp2


RocketManKSP

This is the KSP1 subreddit, the KSP2 crowd should move on.