don't tell me that you're actually expecting that those awkward mexicans will deliver some good product. Because for years and years they kinda proven that they can not do that. Heck, they can not even get the orbits(!) and wheels working (hence the existence of Principia and KSPWheel mods). What they can do, OTOH, is what B.Gaytes usually does: eyeball some essential 3rd-party mod, and then (w/o warning and discussion with mod authors/users) add its barebones functionality to a stock game, only in half-assed manner, breaking every code that could be broken in process. Not to mention ubiquitous lag, and laborious ways in which community overcomes them (welding, SSTU etc). Not to mention that soup they have in place of atmosphere. Not to mention general ugliness of Unity (truly a master picks a framework that closely resembles his own mastery). Meh.
That C# "thing" is practically unplayable without crapton of mods; AFAIK only mods "save" KSP in eyes of most of its loyal players, and for years those pesky mexicans did everything to make life miserable for modding community (e.g. for people that were trying to make their game playable, working on that for free). Do you seriously believe that attitude will magically change with 2 point O? (spits)
Edit: (after watching that trailer) what a hypocrisy - depicting Interstellar Extended mod ship near apparently Extraplanetary Launchpads modded facility on an orbit of Jool, maintaining Squad attitude (I seriously doubt that authors of those mods depicted in trailer ever got paid for providing their models for that advertisement video). Disgusting.
Last Edit: Aug 20, 2019 9:09:44 GMT by cipherpunks: salt: been a while since I used Interstellar mod, but still.
Well thats just mean, ksp1 wasnt origionally meant to be taken so seriously it was just a cartoony indie passion project. The comunity is what took it and turned it into what it is when unexpectedly become virally popular, the devs were unprepared and have been playing catch up ever sense. Ksp2 is the first chance the dev will have had the opportunity to know exactly what kind of mess they're getting into, lets judge the game after release. Or failing that at least after a functionally playible build leak.
Do you remember just for how long 0.2* versions of KSP were 'current', while they developed 0.90 (which broke all the stuff, even colliders)? The reason why they took so much time developing 1.0 is precisely so - they saw that popularity you're referring to, and - silently, alas - they were preparing themselves.
Almost every other minor version of KSP broke almost all mods ever since - without announcement for changes, without sharing the change lists in process, without practically any kind of cooperation targeted at modding community ('till the very last versions, which tend to notify some essential mod devs - "the chosen ones" - a couple of days prior to release AFAIK - and that is a good beginning in my book).
Well, maybe I misunderstand all this KSP thing. Maybe my mistake is that I think that for KSP, mods are essential. But I am far from being alone on this!
Just browse some youtube, and you will see that most of KSP video bloggers show us many, many mods installed - even while using "stock" child-sized Kerbol system. Because, you know, "quality of life" in stock KSP is just that - miserable, so people tend to improve at least their in-game QoL by using mods. Because people wanna relax in-game. Am I explaining in an accessible way? Heck, even if 33% of videos featured a single mod installed, that would be a serious concern for any sane (and not driven by overinflated_but-vulnerable_to_punctures ego) developer. But - cookie-less - this percentage seems much higher on my semi-anonymous monitor.
So, I'm afraid that You're mistaken on this one (KSP v1.*), my friend. I am afraid that Squad already had the 'chance', and practically wasted it. Good thing what bigbombr says, though.
p.s. You say 'indie', but they're not from Bangalore, not from there. And maybe it is bad for them - my life experience shows that Hindu people tend to be much more proficient in social skills, even if it's just about dirty office intrigue (most people can not put 684 million + 684 million together, so they do not realize how harsh social concurrency - and skills needed to survive it - there is). I bet that if Squad were Indians - they would listen to the community much more closely, to mutual profit.
Last Edit: Aug 20, 2019 17:45:16 GMT by cipherpunks: spell
He was 5 years ago, 0.24 version (for which Your earlier point kinda stays, I must admit), and he played only while his "early access" lasted. Right? No CKAN back there IIRC. And no SpaceDock - only lame CurseForge :(
I recall this video from that era:
(mods enabled of course)
I was using lower case 'indie' not upper case 'Indian'.
And I was using Merriam-Webster.com (2nd definition from there, actually, because 1st one is utterlyirrelevant in our context - KSP is not independent as it depends wholly on Unity engine, unlike CoaDE, right?).
Last Edit: Aug 20, 2019 15:40:32 GMT by cipherpunks: add link to videos
Considering that they sold out to Take 2, it's a moot point by now, anyway.
The original Squad had a good idea, but not the skills to fully implement it. Their choice of game engine wasn't best, but 8 years ago there weren't many other options short of making one from scratch. Ultimately, most of KSP's issues can be traced back to Unity, so perhaps they should have gone with the latter option. Still, that would have taken a lot of time, and nobody thought it'd be as successful. By the time that became apparent, they already had a lot of technical debt. Later mismanagement only made it worse. KSP2 has a chance of doing things right from the start, not that the pitfalls are known.
I'm not well versed in any behind-the-scene stuff or even limitations of the base game. I barely played it because my comps can't handle it. By the time of 2 though, I hope to have a better rig.
And I want to basically build ships in space, launch them from space, keep them in space. Interplanetary bases are also a neat addition. The main mods I used were RSS and the interstellar/future tech mods, and that seems to be folded into 2 in a way. So I'm content.
I barely played it because my comps can't handle it.
Experience shows that you need 12+Gb of RAM for mods+OS. As for VGA - I guess any discrete video card not older than 9 (nine) years will work, unless you bought cheapest, shittiest variant with minuscule amount of VRAM and no cooling capability. For CPU - most top family CPUs will do (I mean not top model, but only top family e.g. the very first i7's will do, even cheap models - Bloomfield i7-930 that was made 9 (nine) years ago will still work, given decentcooler); as for OS - can't really recommend spying Windows 10 that every-so-often decides to reboot itself and spits on you and your 'work' while doing so (IME updated Windows 7 x64 works better for KSP). Any old/small SSD will help with loading times, but HDD will work too ofc.
tl;dr: for KSP it's possible to buy 9 y.o. used cheap rig that wasn't cheap back then, even if you're in 3rd world; only be sure to give mods some RAM.
CoaDE single core/boost performance demands are much higher in my experience.
Last Edit: Aug 27, 2019 22:42:32 GMT by cipherpunks: link telemetry-less cumulative update pack v.19.8.15 for Win7 SP1