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    Math and physics, mostly.
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  1. @SunlitZelkova After reading all of that I'm kinda curious of what you think about Lemmino's take from 4 years ago... I know it's not... "right" to post videos here or whatever (though the thread's nature doesn't rule it out, does it?); I just can't help but wonder.
  2. No one said it was intentional, right?
  3. @eggrobin Can I just take a moment and thank you for not just mentioning what bugs were fixed but exactly how they were fixed? You're dealing with all of this very transparently and I'm all here for it!
  4. So we're just gonna ignore the bug fixes, dev chats, re-entry effects, new parts, science, etc? Stuff that's worked on and not yet in the builds we have access to? Don't get me wrong, this game is hateable, but please do it right.
  5. I was more thinking Wreckfest, but you make a good point with BeamNG. Scalability would probably be a problem with that approach. What I personally view as a big problem would be how to make soft-body physics play nicely with the part-by-part construction in KSP and docking/undocking.
  6. I can't really think of a good way to phrase it, so... Something something soft-body dynamics? Could that potentially work? I mean, it's a discipline that specifically deals with deformable objects and there are games that use it to plausibly simulate local damages and flexing (Strangely they're all vehicle simulations/racing games)... Yes, I do not have any expertise. So this doubles as an opportunity for me to ask why such an approach is infeasible should that be the case.
  7. I'm confused, didn't you already fix the RAM after I reported the same issue?
  8. @JonnyOThan It's an old issue that dates back a while.
  9. @JonnyOThan Is it possible to have the reentry FX be affected by TUFX as well? Right now they're not; if you turn down the color saturation all the way the whole scene is grayscale except for the bright orange plasma.
  10. Hey, let's not be that harsh, I mean... they did at least roll out a somewhat functioning prototype, right?
  11. This isn't about the game's name or gameplay though. This is inherently about how the game is coded. So it's kinda ironic that given KSP 2 has bugs KSP 1 doesn't, they are in fact not the same. Look, all I'm saying is that just because KSP 1 never had a performance problem after a bug fix (which I'm uncertain of in the first place) doesn't at all imply that this couldn't be the case for KSP 2.
  12. Well, it does happen right now, in a product that isn't KSP1. Aside from the nature of the game as a space sim I don't see how "but it didn't happen in this other game" could be relevant here.
  13. It doesn't have to; we're living with that reality right now!
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