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  2. “This is your last chance. After this, there is no turning back. You take the blue plate – the story ends, you wake up in your bed and believe whatever you want to believe. You take the red food – you stay in Wonderland, and I show you how deep the rabbit hole goes. Remember, all I'm offering is the truth – nothing more.” Waiter, some chocmint icecream in a soup bowl please.
  3. Cows eat veritable grass poignantly, but somewhere Sheep
  4. 3/10 You might be the comic book character Popeye. I am finding the world to be a miserable place, so I must be Human.
  5. Floor 4867: A nice relaxing reading room. You take a seat in a comfy chair and read a good book for awhile.
  6. Banned because i can ban 020505122024
  7. Thats because its Vesuvius Soup! waiter! Why is my plate blue shifted and my food red shifted? 020405122024
  8. Banned for confounding chemicals.
  9. I am afraid that Mickey Mouse won't allow that. Waiter, the volcanic island in my soup is about to erupt.
  10. what i did is starting with them retracted, and zooming into the node and getting it to snap. when it does, for the front landing gear, i rotate it to be inline with the heat shielding. for the main gear, you have to snap it, and select which side you want it to be. Unrelated to the above, does anyone know how to fix pathfinder just spinning out of control whenever the NERVA is activated? i assume its because the CoM is low, and the CoT is above it, causing it to be imbalanced but i have 0 clue how to fix this. I could try adding more fuel tanks inside the cargo bay to move CoM upwards to match CoT, but that would limit space in the cargo hold and make Pathfinder heavier than it already is
  11. Playing elite dangerous and a ctd may have just cost me over an hours work… 015105122024 015205122024 thankfully it did not. Loaded back in on my sample.
  12. Thank you! This switching vessel business was driving me nuts-
  13. Today
  14. I can’t be too down on fans who want to believe KSP has a future. It’s a great game and a great way to learn and understand fundamental physics. I very much do hold shortsighted morons at T2 responsible for gouging this community and having zero respect for their customers or employees. That much seems utterly obvious.
  15. I forgot to reply, but if you're building planes like the X-15 you'd likely need a rudimentary config for FAR. That's why I was asking. Really love the mod btw
  16. They almost never are. Hard and thankless job so much of the time. It's not that there are never exceptions, but the overwhelming majority of the time people are upset with the CMs, they're actually doing the best they can with what they have, which is usually not a lot. "Please, tell Comrade Stalin that there has been a terrible mistake." Miscommunication happens, but it's quickly addressed. If after two weeks of discussion of the layoffs and KSP2 development being suspended, the entirety of the official response has been, "KSP2 is not canceled," I think it's safe to say the radio silence isn't because T2 is trying to figure out how to tell us that everything's status quo. But again, earnings call is coming up, and I really think that's likely to be informative. Plus T2 or PD might be more inclined to make a statement after the fact.
  17. Work on KSP1 has ended, I'm sorry to say. There will be no updates. As for support, there's a lot of turmoil right now and it's not likely to be forthcoming, either. Sorry to be the bearer of bad news, but welcome to the forum.
  18. Good insight, predictably, and I completely agree that starting with a colony game, and then bolting on all of the KSP1 features over time would have been a better start for the KSP2. I think if Early Access was a functional colony builder with barely-working rocket game taped to it, we'd be talking about KSP2 in a more positive way. I have to disagree with some of the points on Unity as an engine. I think HarvesteR might have a bit of a tunnel vision on it. No, I don't think building a custom engine for KSP2 would make anyone's lives better. I mean, it could make for a much better game, but it'd also inflate the budget by a factor of 10, easily. And it's not just because development would take longer - people they had working on KSP2 wouldn't be able to do this. Not in any kind of condescending way, to be clear. You need a team with expertise in engines. It's almost a different profession. You'd have to hire a whole another team of people just to build you an engine for the gameplay engineers to be able to make a game in it. It's a huge amount of work. It can be worth it, but not on KSP2 budget. But you don't have to go fully custom to have a lot of custom code. Unreal and Godot let you rebuild huge chunks of the engine. Neither of them are built for a game spanning interstellar distances any better than Unity, but you can rip out the parts that don't work and replace them with ones that do. Unity's plugin system is painfully limited in contrast. HarvesteR brought up an example with the origin transposition, and it's all true, but also the KSP1 code had to keep addressing it ad-hoc everywhere it was relevant. And that's bug-prone and scales poorly. Whereas in Unreal I can build a custom root component and have it take care of the coordinate system changes, and now any actor using that component just "knows" where it is. It's a better solution to the same problem with custom code in a canned engine solution. And then there's performance problems that I can dedicate probably an equivalent of a few book chapters. Bottom line, going with Unreal or Godot wouldn't solve the problems magically, but it would expand the toolkit for solving them. There are other tradeoffs as well, where the toolchain and compiling pains just keep growing with Unity at a faster rate as you work on a larger and larger game. There are a lot of Unity problems that HarvesteR seems to have accepted as just game development problem in general, and they aren't really. A lot of them are much less prominent on large projects in other engines. Of course, there would be negatives to going with Unreal or Godot as well. On the net, I wouldn't call Star Theory going with Unity for KSP2 was a mistake, since the original pitch was for a smaller game. Intercept continuing on that path is a bit more debatable, IMO. But even there, it's not "The mistake that killed the project," as some people serve it. Nothing that Unity would be throwing at Intercept would be unsolvable. But allowing for adjustments in the team composition within similar budget, I am pretty sure KSP2 development would be a little smoother with another engine. One last bit that caught my attention is when HarvesteR talked about Kerbals in other games. It made me feel like he'd totally approve of a Kerbal Kart game, so long as it was wild and reckless kind of kart racing, which I think it basically has to be, and this warms my heart. I really hope that T2/PD consider it at some point.
  19. I would presume, if not IRL, certainly if Sci Fi, evolution would have taken care of that. Whatever lifeform evolved in the environment would be well equipped to deal with that environment.
  20. Cows eat veritable grass poignantly, but somewhere 001605122024
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