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  2. Is there a way to make this mod compatible with the KAL-1000 controller?
  3. Try doing a mem test when u 1st boot Ubuntu , also you need to either properly uninstall mods or reinstall them as they are throwing a bunch of errors .Also reinstall graphics drivers. I suspect a memory issue, do you have any issues doing anything else on the PC?
  4. Well thats actually more hopeful than I'd dared to be. I mean you do see properties like Baldur's Gate bounce around before they find their true home. It'll be years before we see something real but I'd been expecting another 2 years before 1.0 anyway. Whats another 5 or 10? Maybe it'll come out around the same time as ES6.
  5. Why the personal attack? I gave one example from my own experience about how poor performance can end in being fired, and you had to attack me? Like, why? You've got no response other than "Haha, you're so stupid"?
  6. I recommend State Funding and Strategia. State Funding is passive income from bases and stations. Strategia gives you "Programs" that give you 400% milestone gains for that body until you fulfil the program. Also contract packs like the tourism ones. Tourism Plus or Expanded has an option to increase payout, and then you get paid a million for a mun flyby with 8 tourists in 7 days. Do it with KCT and it is still challenging to pull off.
  7. I'm glad someone knows because I had no idea.
  8. Designing new spaceplanes with my bunch of mods is a nightmare of "Spawn on runway and spin rapidly to the right and explode from weird phantom forces". My rule of thumb about tail/bicouplers turns out not to be a universal fix and iterating over every single part by reverting to hangar is... tedious with the load screens. So I wonder if there might be a mod or someone capable of making one that creates an overlay like the "F12" or FAR displays that'd show such forces and highlight parts that generate these forces. I tried "Debug Stuff", but it is not helpful for my debugging purposes.
  9. The only pictures are of it crashed. This is not encouraging.
  10. Can you try a different hosting method? I can't see these.
  11. A number of comments have been removed. With all that's going on, why make it worse by attacking each other?
  12. A number of comments have been removed regarding a prank. People are already upset enough. Please don't add to it with misinformation, even if intended as humor.
  13. Today
  14. Was Nate always PD or IG before this? Because that alone would already tell quite a lot.
  15. The problem is that correlation between studio doing a good job with the resources they have and the revenue math is negligible. I mean, it's possible to very clearly and unambiguously be bad at things. If you took publisher money and went on a drinking spree and had absolutely nothing to show for it, yeah, sure. But drawing the correlation the other way, from failed projects to the quality of the team overall, is pretty much statistical noise. In practice, a lot more is determined by the conditions of the project and the IP. Did PD trust your project enough to give you a budget to hire the best people in the field? No? You're kind of boned. People the Intercept hired for physics were just out of academia and had very little game dev experience. They were good at physics, but very, very green in games. Networking engineers they had also never had to work with a game like KSP2. I don't think that's because Intercept just didn't know how to find talented people. They didn't have the budget to hire people who could hit the ground running on absolutely everything. Finally, the engine. The only reason it's a Unity game is because heavy reuse of the KSP assets and code was promised by Star Theory, like, seven years ago, and it's been sunk costs ever since. That limits people you can hire to a specific set of skills, because you make certain kinds of games on Unity, and they aren't KSP. It's a big part of why Intercept ended up having to hire modders. They knew how to work with Unity, how to make things for KSP, and they were probably within budget. Clearly PD wanted to make a game cheap. And the ambition they were sold on was not of a cheap game to make. Not a lot of it is on the studio that was created years after the decisions were made. Some of it is on the people who were at Star Theory from the start, but the majority of it has been PD decisions on how much they value the IP. And the game was still happening. It was a buggy mess, it was wildly off schedule, but we were seeing a game being built. Just not fast enough. Not selling enough EA copies. Not getting glowing enough reviews. Given the same constraints, I don't know if it was possible to do better. You can make a strong argument that people who ended up in charge of the Intercept should not have attempted to make KSP2 with these constraints. And, yeah, maybe? But to say they are a studio that deserved closing more than another studio because they decided to try is at a minimum a very cynical thing to claim. And I would argue unfair. And then there are so many factors on top of that. It's not just about money you've earned it's how much you're going to earn soon. Again, Tango Gameworks are a great example. Hi-Fi Rush went above and beyond. Critical success, glowing user reviews, and it recouped its development costs several times over. Studio gets shut down. At the same time, the studio working on Fallout 76, whose beta launch makes KSP2 EA look good and who are running a bill tens of times higher are allowed to keep going. Because they are maintaining a title that continues to make money, and Tango Gameworks would have to start working on another game that will maybe be as successful as Hi-Fi Rush four years from now. So a studio that performed great got shutdown, and a studio that's been making mediocre work, taking years to put 76 back on track and massively over budget is allowed to keep going. It ain't about the the studio's performance. It's about the resources, and IP, and a type of project, and what the higher management thinks it means in terms of revenue over the next couple of quarters tops. There are additional considerations and backroom talk that makes me think that some of the criticism towards Intercept leadership is deserved. But I would not have drawn this conclusion purely from how the development of KSP2 has been going. Knowing everything we've learned about the project over, eh, 2023 or so, they were always going to have to fight uphill. Some of it through more thorns than another studio, perhaps, but I have no reason to believe that any other studio working on the same budget would be able to make KSP2 good enough to not be cut at this point. And that's all that matters here. The rest is fluff and victim-blaming. If I needed to write a satirical sketch about somebody being so far out of their depth it hurts, I couldn't do better. 10/10 standup comedy. No notes.
  16. One of the additional benefits of renewable energy is that it’s viable at multiple scales in ways that nuclear and fossil fuel power are not. (I’m still pro-nuclear, especially the small modular reactors.) A big topic in civil engineering is decentralization of necessary resources like electricity, water, and wastewater. Smaller, more local systems can be controlled by the people that actually use them. You don’t quite get the economies of scale of larger systems, but you get increased accountability and responsiveness. They’re also more resilient in the face of disasters, because fewer people are affected if a community-scale system goes offline, and this makes them easier to help. I have a lot of real-world examples showing the dangers of over-centralization, but the most stark one is from Dune. Paul is able to take control of the galaxy because he controls the single source of the Spice that enables interstellar travel. This is an example of what’s known historically as a Hydraulic Empire.
  17. Re: performance - this improved greatly with the patch and there were no notable regressions that I'm aware of. Polished. Re: wobble - for practical purposes for gameplay, wobble was fixed. While there might be a more optimal under the hood improvement, from a gameplay perspective it is as good as fixed. This was welcomed with a lot of praise for the patch. Polished. How many of these were legitimately new and not reposts of bugs that happened to be found again by new players due to the uptick in purchases after the patch? Honestly not aware of anything squarely on the FS update itself that was notably broken. Besides the science issue noted earlier, heating needing some tweaks is the only other thing I recall getting much attention and they're not gamebreaking. Obviously there's more work to be done, but the point is the specific aspects that were worked on for the patch were very well done. It isn't fair to call the patch bad because there are other aspects of the game that weren't touched in it. The patch was extremely polished. The point is the level of quality of their most recent work has been objectively good despite the earlier failures. They stepped up and that should be respected.
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