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marach

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    Spacecraft Engineer

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  1. Yeah it kinda helps when you know a lot of indie devs who have been through it. They can't give away keys when greenlit to get votes etc. but they can generate keys (or request them) for 0 cost, it depends on sale amount as to which they can use for their store. Many smaller devs use the humble widget to do it since it has relatively low processing fees.
  2. *sigh* Once again VALVE gives the developers the tools to create keys THAT WORK for steam whenever they want to generate those keys. THEY DO NOT CHARGE FOR THEM. Get that? VALVE charges NOTHING for this service. They want your players to use STEAM so they give you the keys FOR NOTHING. Hell check their green light faq even on green light you get free keys to sell on your site! Do you seriously think people would sell steam games on say GMG if they had to pay GMG 30% AND Valve 30%? Seriously? So once again. Once you have a distribution deal with Valve to use steam your given access to the steamworks SDK which includes a key gen. If your sales are small you do have to request a new batch be processed but you can have as many keys as you want! It's literally an email to their dev support it takes 2 minutes to type up and about 1-2 days to process depending on how many you want generated.
  3. Don't hold it in Elway tell us how you really feel. Squad will hire Amazon cloud servers for a day or so which will take up the slack of their own servers as there is no point in them having a server that can handle say 200k downloads at once where their normal average maybe 10-100 an hour. It has worked ok since they started doing it (apart from underestimating their concurrent usage the first time) 1.0-1.05 have been pretty smooth and it's likely 1.1 will be too. The reason not to put the EXPERIMENTAL on the server is simple it isn't designed to have that many concurrent downloads going and amazon cloud servers cost more than it's worth to support upto 5 downloads per person per day for potentially weeks.
  4. Nobody knows why the limit exists, every time it comes up someone tries to claim it's because squad would have to pay for the keys (they don't). The truth of the matter is squad decided to do a one time offer rather than just generating keys as needed nobody outside squad knows why and they aren't talking. Personally I think they should spend some time setting up the key gen as the added value of steam keys + store versions would move many people away from a straight steam purchase and their 30%.
  5. yup infact Space:1999 is a semi sequel to UFO
  6. Wonder if a mod can use the fuel in an srb for a surface attached motor be interesting to see a collar that acts as a brake for SRB's when staged...
  7. uhhh they're called rovers cause they you know rove around... hence the lunar-rover manned vehicle on the apollo missions...
  8. Yeah theres a couple of nasty bugs with hinges (like them literally flying around as they bug out then return to normal as you spin them past 180 degrees) but a simple always to 90 or always to 180 hinge shouldn't be too bad
  9. I like Infernal Robotics for similar reasons, fold that duna flyer up and unfurl the wings after ditching the aeroshell. Seriously needs to be a stock hinge added sometime soon.
  10. I use SSTO's and skip orbit to the right place on kerbin and back.
  11. Nope not one bit. The console version is being worked on by flying tiger entertainment not Squad itself, in fact it's probably helped them find more bugs and issues and squash them since they have to meet really annoying console publishing requirements. As for the people demanding that squad should do things their way or not at all, they should do it themselves if it's so easy. Seriously I'd be willing to bet the majority of players who are unmodded never have an issue. Why come to the forums to ask about a bug if you never encounter any? The player base of KSP is much much larger than it's forum user count would reveal and even on here there are FEW who have the problems these people think everyone has. Sure there's slow down on large part counts (with large being relative to the IPS of 1 core of your CPU) but then KSP is doing a LOT of calculations/s. I'm actually struggling to think of another Unity based game that is doing as many Rawrbots used to but thats gone and the only way it dealt with it was to implement a new physics engine... So yeah can't blame squad for Nvidia's bad coding... There was a memory leak on scene switching but that seems to be mostly sorted now... There are other bugs but those are the 2 most complained about. Here's the thing will the bugs be gone next patch? Hell no! They've just done an engine switch that's HUGE I don't think people get just how much work it is, yes for some games the change was easier thanks to the translation code Unity provided but those were people who started on the latest version of U4 KSP started in Unity 3! KSP relied on some old kludges to get it's early code working in U4 those kludges are gone in U5 so they've had to update some of their earliest work has this allowed them to kill bugs? Definitely. Will it have introduced new bugs? Yes of course how could it not? U5 itself is still buggy, Squad had to actually skip one whole version of U5 because it had a bug that meant KSP couldn't work at all! So please remember that. tl;dr There will be more bugs in 1.1 many of them won't be Squads fault as U5 is still buggy and new it's just how games design works when you only have about 12 people working on a game rather than the 2-400 of AAA games
  12. [quote name='Just Jim']OK, in 1970 I was 8, and there was this british television show I loved called UFO. There were only 26 episodes, but it was one of my favorites, and I remember it to this day.... unfortunately... I say that because today I'm Kerballing, and something from that show suddenly popped into my head.... a ship called Skydiver. She was a submarine with a built in SSTO!!! The intro says atmospheric, but I very much remember an episode where she went into orbit after a UFO. [/QUOTE] No orbit that I remember (and I watched it last year) though it's possible it did a fast climb and broke atmosphere for a bit though... Sky runs on a nukejet and diver has a hydroplane mode as well for rapid travel on the surface which should help out ;)
  13. So let me see you've basically decided that all engines must be equal... so why have any engine except the reliant and swivel? In your quest for equality what you've ended up with is homogeneity which lets be honest is dull. You've fallen into the trap of overbalancing it's fairly common in people working on their first game just repeat the mantra "overbalanced is not fun. Imbalance adds fun and challenge" think how dull boss fights would be if you were equal in power.
  14. It's 10cm of soil the roots are gonna hit bottom also the soil is damp not saturated so no most would be in Suspension.
  15. The problem is the perchlorates would be suspended in the water next to the roots, you need to remove them from the area completely hence filtering water through the soil a few dozen (a few thousand would be better) times to remove them.
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