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FirstSecondThird

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Posts posted by FirstSecondThird

  1. I wouldn't say that most KSP players never go interplanetary.

    It's just new players have to get accustomed to the way the game works, physics and construction wise. Because of this pretty sharp learning curve, once players actually get the hang of construction and the way the physics work, they can pretty much get anywhere. I even had to learn the game from the ground up and now, I'm able to get pretty much anywhere in the solar system (besides below 3000m orbiting the sun, nobody can, because the heat will burn your spacecraft to smithereens), from far away Eeloo, to burning hot Moho.

  2. One of my kerbals, Meldorf Kerman, is stuck outside of the solar system 5,000,000,000 meters away from the sun, way past Eeloo I believe. He was stranded accidentally as part of an experiment to transport kerbals over long distances within the same SOI. Unfortunately, things went awry and this is how he ended up there.

  3. Asteroids in KSP are pathetic compared to real life ones, I mean, yeah, I have to take into consideration the LIMITATIONS Squad had to face in order to be able to implement them in a way as realistic as the Unity engine could possibly allow them to, but, asteroids in real life actually have their own microgravity, meanwhile asteroids in KSP are way too small to be able to gravitate on their own. I'd have to say that Gilly would probably be a more true-to-life choice than the Potatoroids we encounter in the "Dres belt", an area between Dres and Duna's orbits where asteroids are most likely to spawn.

  4. Kerbals, I believe, live underground, without a lot of ambient light, and because of that, they need bigger eyes to see, kinda like how our pupils dilate whenever there's a low amount of ambient lighting, so that way we can at least see the silhouettes of objects instead of their details, allowing us a certain extent of navigation in the darkness.

  5. I don't know why Squad is porting KSP again to Unity 5.4. I mean, the game is much more stable on it's current version of Unity, Unity 5.2. 5.4 isn't even available to the public AFAIK, so, all in all, upgrading to Unity 5.4 would mean basically breaking all of the game code. The Unity 5 update broke most of the UI and game code including the wheel physics system. Unity 5.4 would mean breaking more than just those assets of the game.

  6. The common guess that KSP is compiled on Unity 5.3 is incorrect. It is compiled on Unity 5.2. 5.2 is a somewhat dated version of Unity 5. But, it's pretty stable, and pretty much all Unity games are compiled on this version. As the bugs found on 5.3 are 2x less worse than 5.4's bugs, but still, unplayable in some extreme cases. So, all of THAT out of the way. 5.2 is the best version to go if you want a break from looking in a few MILLION lines of code just to fix a tiny bug.

  7. Alright, so, calm hype. Ok. I can do this. I can do this. Here goes. hypehypehypehypehype

     

    There. Any questions or concerns regarding the calm hype.

    I really hope that HooliganLabs Airships is updated again for 1.1.3. BTW, HooliganLabs Airships is back for 1.1.2, check it out here: 

     

    Okay, I will be riding 2nd class again. And also, this isn't going anywhere near the speed of the 1.1 hype train. Because this is just a hype train for a patch that solves the problems that keeps people on 1.0.5.

    Update #3: WAIT, WHA! The squadcasts are back!???!? Man, I've missed them so much. (Just Kidding.)

    For some reason, my posts keep on adding on to one posts. SMH :V

  8. I'd raise my hat ASAP, but, unfortunately, I live on the east coast. But, 500 hours, I lul'd at that one. This is what this is about AFAIK

    Spoiler

    Console bug testing. By now, Squad or the Flying Tiger should be looking for testers before they show off the console version at E3.

     

  9. 500,000 funds say that 15 minutes after 1.1.3 gets released, 1.1.4 will be released. Typical Squad, they do a tiny update, then, a short time later, release another version that fixes the issue the previous one introduced, and on and on. Unity Engine is like this. Every time you make minor tweaks to your game, it messes stuff up and you need to fix the stuff that was messed up which exacerbates the underlying problem with the update before the previous one.

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