Kerbal Space Program v9 - "Escape Rocket" Hat DLC, only £0.99!
1,000 replies, posted
I can only speak for myself here. But this is my position on things.
In regards to spaceport, we're using it because it works across all distribution platforms. If we added steam workshop, there's going to be a segmentation to the modding community. Some people will only post mods to SpacePort or the workshop and viceversa. Just like KSP, SpacePort is a work in progress. We've been listening to feedback and have plans to make it even better then before.
About the whole DLC, Expansion pack discussion. The heart of the matter is that the game has drastically exploded in scope along with its success. What started out as a 2d flash game is a sprawling "Everything" Simulator and Sandbox in full 3d. We can go off on all these feature specific tangents as far as we like, and spend our time on that. Which will bring us no closer to completing the core "Make your own Space Program!" experience that was the original design of KSP. The main thing Harvester was talking about was this shift in focus.
There's not any announcement or plans for an expansion pack or any form of dlc. It's something we've discussed, and the only decision we've made is that if we did make an expansion pack, it would be something that adds fundamental or game changing mechanics to the experience. Not "Escape Rocket Hats" for 0.99... We're just very transparent in what we're thinking about, so we can see how the community feels. We'll always listen to feedback, and I've spent pretty much all day reading people's arguments on the matter.
Edit: Also to clarify, as a developer of KSP. I get really passionate about things I'd like to add to the game and the grandiose sort of systems I want to make. That's not a promise that I'll be able to do it, or that Squad as a company has committed to it. I'm just sharing with you my thoughts and feelings.
[QUOTE=C7;40227247]I can only speak for myself here. But this is my position on things.
In regards to spaceport, we're using it because it works across all distribution platforms. If we added steam workshop, there's going to be a segmentation to the modding community. Some people will only post mods to SpacePort or the workshop and viceversa. Just like KSP, SpacePort is a work in progress. We've been listening to feedback and have plans to make it even better then before.
About the whole DLC, Expansion pack discussion. The heart of the matter is that the game has drastically exploded in scope along with its success. What started out as a 2d flash game is a sprawling "Everything" Simulator and Sandbox in full 3d. We can go off on all these feature specific tangents as far as we like, and spend our time on that. Which will bring us no closer to completing the core "Make your own Space Program!" experience that was the original design of KSP. The main thing Harvester was talking about was this shift in focus.
There's not any announcement or plans for an expansion pack or any form of dlc. It's something we've discussed, and the only decision we've made is that if we did make an expansion pack, it would be something that adds fundamental or game changing mechanics to the experience. Not "Escape Rocket Hats" for 0.99... We're just very transparent in what we're thinking about, so we can see how the community feels. We'll always listen to feedback, and I've spent pretty much all day reading people's arguments on the matter.
Edit: Also to clarify, as a developer of KSP. I get really passionate about things I'd like to add to the game and the grandiose sort of systems I want to make. That's not a promise that I'll be able to do it, or that Squad as a company has committed to it. I'm just sharing with you my thoughts and feelings.[/QUOTE]
i luv u
in other news: could you please add a fuel balancer to vanilla?
thanks -- crypto
[QUOTE=C7;40227247]I can only speak for myself here. But this is my position on things.
:eng101:
[/QUOTE]
Thanks for coming by, C7. It's great to get information like this.
Hope development is coming along nicely - any further word on that view/render-distance slider option?
another neato idea: add quarter marks to the resource bars
[QUOTE=Oicani Gonzales;40227528]plugin request please someone make all fuel tanks drain equally[/QUOTE]
...crossfeed?
[QUOTE=C7;40227247] There's not any announcement or plans for an expansion pack or any form of dlc. It's something we've discussed, and the only decision we've made is that if we did make an expansion pack, it would be something that adds fundamental or game changing mechanics to the experience. Not "Escape Rocket Hats" for 0.99... We're just very transparent in what we're thinking about, so we can see how the community feels. We'll always listen to feedback, and I've spent pretty much all day reading people's arguments on the matter.[/QUOTE]
Thanks for commenting. I think what really needs to be confirmed is that you aren't taking features out of the currently planned set (i.e. base construction, colonies, resources used for making parts, etc.) to sell as expansions later. That's a bigger issue than just coming up with totally new things after release to sell for a few bucks.
Thanks for clearing that up C7. I hope it puts a lot of peoples concerns to rest.
[QUOTE=latin_geek;40227780]...crossfeed?[/QUOTE]
I think he means adding a "balance" button on the crossfeed.
Oh fuck I messed up my mun landing, and now my single brave Kerbal is stuck in an orbit around the sun itself rather than the mun.
A plan is now in place to save the brave Kerbal. We are going to attempt to use the last of our fuel to get onto the planet Duna, once there he shall wait it out until a rescue team arrives.
Now that I have awoken from my slumber, I can finally test out my kit-katamaran in the waters of Kerbin.
First, I must traverse the land.
[IMG]http://gyazo.com/b9a90e6368147626f3b4739d415fb2a9.png[/IMG]
EDIT:
I have discovered a minor flaw.
[img]http://gyazo.com/cb73628472916cdecfee6dc20d452e72.png[/img]
[QUOTE=Crimor;40228228]I think he means adding a "balance" button on the crossfeed.[/QUOTE]
oh god that would be useful
also i want to type a numerical amount of fuel i want to transfer, so i can be exact
critical fission mailure
[t]http://i.imgur.com/SLUhz1N.png[/t]
strangely enough my space station disappeared after this flight
So after 2 hours of trial and error with design, and another 2 hours of attempting to get it into orbit. My first solar array has made it into orbit!
[img]http://i.imgur.com/ZO2weGk.jpg[/img]
Even though it took a bit of time to get the panels into orbit on one go, it allows me to minimize my number of trips for constriction. Now that power won't be an issue, I need to setup my crews quarters. Also, I think it's finally time for Mechjeb. I don't want to imagine ruining my array on my next mission.
[QUOTE=C7;40227247]I can only speak for myself here. But this is my position on things.
In regards to spaceport, we're using it because it works across all distribution platforms. If we added steam workshop, there's going to be a segmentation to the modding community. Some people will only post mods to SpacePort or the workshop and viceversa. Just like KSP, SpacePort is a work in progress. We've been listening to feedback and have plans to make it even better then before.
About the whole DLC, Expansion pack discussion. The heart of the matter is that the game has drastically exploded in scope along with its success. What started out as a 2d flash game is a sprawling "Everything" Simulator and Sandbox in full 3d. We can go off on all these feature specific tangents as far as we like, and spend our time on that. Which will bring us no closer to completing the core "Make your own Space Program!" experience that was the original design of KSP. The main thing Harvester was talking about was this shift in focus.
There's not any announcement or plans for an expansion pack or any form of dlc. It's something we've discussed, and the only decision we've made is that if we did make an expansion pack, it would be something that adds fundamental or game changing mechanics to the experience. Not "Escape Rocket Hats" for 0.99... We're just very transparent in what we're thinking about, so we can see how the community feels. We'll always listen to feedback, and I've spent pretty much all day reading people's arguments on the matter.
Edit: Also to clarify, as a developer of KSP. I get really passionate about things I'd like to add to the game and the grandiose sort of systems I want to make. That's not a promise that I'll be able to do it, or that Squad as a company has committed to it. I'm just sharing with you my thoughts and feelings.[/QUOTE]
Glad stuff is finally cleared up. The DLC joke in the thread title was just a dramatized representation of recent events, nothing serious!
I do think that streams should become a bit more concise and planned out, though, both because of mistakes like this, and how you manage to steal hours of my time with images of 0.20.
I'm a little challenged by what to do next in KSP. I've done both a manned and unmanned mission to the Mun, I've sent a probe and a rover to Minmus, and I've landed a probe on Duna.
The main thing I'm trying to figure out is this: Should I focus on exploring further out and visit new planets/moons, or should I stay with my current goals and just land on those (I.E. A rover on Duna or something)?
[QUOTE=C7;40227247]I can only speak for myself here. But this is my position on things.
In regards to spaceport, we're using it because it works across all distribution platforms. If we added steam workshop, there's going to be a segmentation to the modding community. Some people will only post mods to SpacePort or the workshop and viceversa. Just like KSP, SpacePort is a work in progress. We've been listening to feedback and have plans to make it even better then before.
About the whole DLC, Expansion pack discussion. The heart of the matter is that the game has drastically exploded in scope along with its success. What started out as a 2d flash game is a sprawling "Everything" Simulator and Sandbox in full 3d. We can go off on all these feature specific tangents as far as we like, and spend our time on that. Which will bring us no closer to completing the core "Make your own Space Program!" experience that was the original design of KSP. The main thing Harvester was talking about was this shift in focus.
There's not any announcement or plans for an expansion pack or any form of dlc. It's something we've discussed, and the only decision we've made is that if we did make an expansion pack, it would be something that adds fundamental or game changing mechanics to the experience. Not "Escape Rocket Hats" for 0.99... We're just very transparent in what we're thinking about, so we can see how the community feels. We'll always listen to feedback, and I've spent pretty much all day reading people's arguments on the matter.
Edit: Also to clarify, as a developer of KSP. I get really passionate about things I'd like to add to the game and the grandiose sort of systems I want to make. That's not a promise that I'll be able to do it, or that Squad as a company has committed to it. I'm just sharing with you my thoughts and feelings.[/QUOTE]
You may want to fix this:
[url]http://www.pcgamer.com/2013/04/10/kerbal-space-program-announces-paid-expansion-on-top-of-all-future-content-buy-in-model/[/url]
Harv's done an official post clarifying what he meant and what's going on with DLC/EPs.
[url]http://forum.kerbalspaceprogram.com/content.php/159-About-DLC-and-Expansions-for-KSP[/url]
In case the website dies or you have trouble accessing it:
[QUOTE=HarvesteR]
As many of you know, there's been a lot of debate lately over the topic of DLC and Expansion packs for KSP, so I wanted to try and explain this as clearly as possible now. Bear with me here:
As you all know, last week we've been to the GDC, and while we were there, we had many opportunities to think and talk about where KSP is headed, and what we want the full game to be like.
I had a growing concern that development was starting to turn away from the course we had planned for it, and there, we realized that that indeed was the case: In our efforts to make the best we can on every area of the game, we were starting to get stuck on very advanced areas of the game, while other areas were (and still are) vastly underdeveloped. Specifically, I saw that we were putting a huge amount of time and effort into resources processing in flight and such, and neglecting the mostly unstarted Career mode section of the game.
We concluded that we needed to change our priorities a bit, and reorganize our goals so that we could move forward with development, and improve the most meaningful areas that are in need of attention.
It was with these things in mind that I mentioned in Monday's dev live stream that I thought it could be cool if those very advanced features we were getting ourselves into were available on an expansion to KSP, so that the stock game would fit it's intended scope, and these advanced features would still be available to advanced players. That, however, struck a wrong chord across our audience, and several heated discussions started to spread like wildfire.
So, to cut to the chase here, let me make a few key points clear, and hopefully try to to settle the discussion:
- What I said on the live stream were my own personal ideas, and those were meant in no way as any sort of official announcement on behalf of Squad. It was just me basically thinking out loud. There are no official plans for any sort of post-release project for KSP at this time.
- Regardless of the above, there seems to have been a big misunderstanding of what I meant with 'Expansion' in the first place. To me, an Expansion pack to a game is something that is almost a whole other game in itself, not a small pack of content that could have been done as a mod. I would never even think to do something like that, and I sincerely hope no one really thinks we would ever betray our players like that.
- And lastly, I realize that it was a big mistake to even bring up this topic, and for that I sincerely apologize. We are not an evil company, and you can rest assured we will do everything we can to make sure the complete version of KSP is as satisfying to everyone as possible, and that it becomes all that we hope it will be, a complete version that you can play for years to come.
Thank you for you understanding, and sorry again for all this confusion. I'll do another post soon about what our plans for Career mode are, and the features that are coming up on the coming updates (which will be completely free, of course).
Happy Launchings!
Cheers[/QUOTE]
My SSTO's like to flip their shit at about 25 KM alt, the wings prove utterly futile in the low atmosphere, and even using RCS it will spin right the fuck out.
[QUOTE=aftokinito;40230471]You may want to fix this:
[url]http://www.pcgamer.com/2013/04/10/kerbal-space-program-announces-paid-expansion-on-top-of-all-future-content-buy-in-model/[/url][/QUOTE]
fucking hell pc gamer
[QUOTE=krail9;40230675]fucking hell pc gamer[/QUOTE]
Quickly, tweet at them! Make them fix the error of their article's ways!
[QUOTE=BANNED USER;40229179]So after 2 hours of trial and error with design, and another 2 hours of attempting to get it into orbit. My first solar array has made it into orbit!
[img]http://i.imgur.com/ZO2weGk.jpg[/img]
Even though it took a bit of time to get the panels into orbit on one go, it allows me to minimize my number of trips for constriction. Now that power won't be an issue, I need to setup my crews quarters. Also, I think it's finally time for Mechjeb. I don't want to imagine ruining my array on my next mission.[/QUOTE]
's a real shame one gigantor panel is literally all the power you need (unless you're using those DUMB SLOW ion engines)
[editline]10th April 2013[/editline]
[QUOTE=aftokinito;40230471]You may want to fix this:
[url]http://www.pcgamer.com/2013/04/10/kerbal-space-program-announces-paid-expansion-on-top-of-all-future-content-buy-in-model/[/url][/QUOTE]
Jesus fucking christ, PC Gamer
oh god the comments I'm vomiting
I've updated the server to 6.0
[I][U][B]v0.6.0[/B][/U][/I]
-Major improvements to client-plugin communication
-Networking improvements
-Server now displays the program version in the http reply
-Server now displays a user-defined info message in the http reply
-Screenshot viewer now displays the name of the player/ship in the current screenshot
-Added auto-host option to server to start hosting server as soon as program is launched
-Added /stop command to server
-[B]Not compatible with previous versions[/B]
[url]http://forum.kerbalspaceprogram.com/showthread.php/41922-0-19-Kerbal-LiveFeed-Passive-Multiplayer-Plugin-Client-Server-0-6-0[/url]
[QUOTE=Zeneros;40230611]My SSTO's like to flip their shit at about 25 KM alt, the wings prove utterly futile in the low atmosphere, and even using RCS it will spin right the fuck out.[/QUOTE]
Are you still using your air breathing engines at that point? Because that sounds a bit like a flameout (which in ksp is always assymetrical and causes you to spin the hell out)
[QUOTE=LordCrypto;40226419]How do you guys get your SSTO spaceplanes into orbit?
I'm trying that cool hyperspace ring one, I have my ring in orbit, but I can't get the plane into orbit. Do I do a very flat lift, like 5 degrees up or what?[/QUOTE]
[media]http://www.youtube.com/watch?v=yUQXqG_edKQ&feature=share&list=PLYu7z3I8tdEl22GX0wHURGH0FQBXripwN[/media]
[QUOTE=aftokinito;40231053]I've updated the server to 6.0
[I][U][B]v0.6.0[/B][/U][/I]
-Major improvements to client-plugin communication
-Networking improvements
-Server now displays the program version in the http reply
-Server now displays a user-defined info message in the http reply
-Screenshot viewer now displays the name of the player/ship in the current screenshot
-Added auto-host option to server to start hosting server as soon as program is launched
-Added /stop command to server
-[B]Not compatible with previous versions[/B]
[url]http://forum.kerbalspaceprogram.com/showthread.php/41922-0-19-Kerbal-LiveFeed-Passive-Multiplayer-Plugin-Client-Server-0-6-0[/url][/QUOTE]
why would you list the ~FP cool kids club~ on the OP for the plugin
[QUOTE=latin_geek;40231225]why would you list the ~FP cool kids club~ on the OP for the plugin[/QUOTE]
Cuz we're 2 cool not 2 be there dunt ya think??¿?¿?¿?!!¿?¿'
[QUOTE=Used Car Salesman;40226683]Is there a way copy an entire vessel and paste it into the VAB with another one? I'm building a ship to carry 4 little hovercraft, and with the symmetry system it's extremely difficult to try to recreate them. I just want to paste it in, tack it to the sides of the carrier, and go.[/QUOTE]
use deadbeef's subassembly loader
I remember finding it hard just a few weeks ago to fly a mini rover up to the moon. Took this big fucker up today, pretty satisfying.
[t]http://i.imgur.com/U6TuraS.jpg[/t] [t]http://i.imgur.com/wgDokTO.jpg[/t]
[t]http://i.imgur.com/1bHG47U.jpg[/t]
Had some rough landing with this thing - It run out seconds before hitting the ground. Managed to survive the speedy landing with only a few popped tires though. First time using mechjeb too (for info only, any more feels like cheating to me) - it's awesome.
[QUOTE=Eltro102;40231551]use deadbeef's subassembly loader[/QUOTE]
And get his VAB/SPH tools as well while you're at it. It's a bunch of tiny things like vertical symmetry, switching between mirror and array symmetry, and stuff like that, but it makes a VERY big difference. Assembling ships is so much easier I don't know how I lived without it. It's solved every gripe I have with the VAB except for the imprecision of placing struts and part categories.
How reliable is the prediction when you're making maneuvers? I've got this weird transfer if I don't burn enough. It also changes depending on how zoomed in or out I am on the map.
[img]http://puu.sh/2xsO0[/img]
A bit further and I bend back on myself.
[img]http://puu.sh/2xsR0[/img]
And so on and so forth.
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