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Hobbes Novakoff

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Everything posted by Hobbes Novakoff

  1. The sad thing about copyright law is that I can see this actually happening.
  2. You don't. (First off, you don't send them to be fixed. This isn't a warranty operation, or a vetrinary office.) You play on 1.0.5, then when the next version of BDA comes out, you update to 1.1 and install the mod again.
  3. I don't mean that the line-item, compact nature isn't visually appealing. I actually like it. I meant that the KER window is ugly, bulky, and horrendous to set up, because the default windows obscure a ton of the screen and the editing system is extremely slow. And the colors make it seem like you're playing a game from 2006. For a stock implementation, I'd keep the general "spreadsheet" design. However, I'd get rid of the windows, and instead put everything in a bar extending from the right side of the screen, which you could customize to your liking. (Also, it would have a couple of different tabs. Maybe autoswitching based on situation.) I want some eye candy. While I don't want big flashy dials and fluctuating bar charts and other useless crap, I do want: 1) The ability to make some readouts bigger than others (I'm not going to need to constantly glance at the inclination readout most of the time) 2) Red, yellow, or green gauges based on value. For example, vertical speed.
  4. Which is exactly why I suggested an "easy mode" where it tells you whether or not you can get to orbit, as well as "advanced mode" exposing all the numbers. I'd probably still use KER for the in-flight readouts. In general, Squad needs to figure out a way to put lots of numbers and readouts onscreen while still making it mesh with existing UI. All respect to KER, but the info windows have about as much visual appeal as an Excel spreadsheet.
  5. @regex, this may be one of the few times I actually agree with you. People seem to think that SQUAD can just type some maths in and it would be done. That's not the case. First, because of difficulty calculating thrust vectors and whatnot, though I'm fairly sure that it can be done given time. Second, because how the hell are you going to implement that in the UI, in a way that's friendly to new players? To those of us who are not enamored with the game enough to go on the forums and post about it, DV is basically a meaningless number. While you may think that sticking a gauge in one corner might be good enough, it's not, especially for a new player who doesn't have the time to read through a zillion pages of tutorial, and might end up just skipping the page on Delta-V because it sounds like some unnecessary advanced concept? Personally, here's how I think it should be done. Have a window that you can open. It contains basic statistics about your craft, L-W-H, mass, crew, etc. (like the Engineer's Report) as well as some info about the performance. By "some info" I mean text, saying "This rocket [will/won't] be able to lift off, [you should be fine/add more engines]." Also, something describing the range, maybe with a nice gauge. Also, account for player skill. "This rocket will easily be able to go to orbit. If you're a good pilot, it'll get to the Mun. It probably won't be able to return, though." Something like that. Then you can click on an "advanced" button (a la From The Depths) to view stage-by-stage dV, TWR, burn time, IsP, thrust, mass, amount of "bits, blips, flops, and fannies," as Yatzhee put it. (Of course you could set this to be default.) The problem is that this requires a lot of dev time, because it needs to be polished and make sense.
  6. As far as I can tell that's just Ven's Stock Revamp. Not sure what those RCS arms are though.
  7. Oh derp. I screwed up, my bad. No search bar there. However, don't expect me to browse through your posts before writing a reply.
  8. You're running 1.1, I can tell. The nyan cat is independent of version. It appeared back in 0.90 I think. (Jesus, that was a year and a half ago.)
  9. The issue is differentiating between different designs, especially different structural parts. For instance, the Modular Girder Segment (a lightweight truss structure) would have considerably different properties compared to structural panels, and the 2.5-3.5m adapter (a thin sheet of metal supported by trusses) would have different properties than either. But aside from impact tolerance, mass, and thermal properties, there's no difference between them config-wise. By the same token, there's no difference between the Mk1-2 pod (which has thick-ish walls for reentry and ascent) and the Hitchhiker pod (which is basically an aluminum balloon.). You have to assign the properties for all those parts manually, and if you have a lot of parts, it gets tedious very quickly.
  10. There were a couple of issues with Skillful. No mouse-based aiming, no guard-mode, documentation on how to operate the actual weapons was basically non-existent, and the models were ugly as sin. But the main thing was installation. Skillful used a module on every part to determine its armor "class," so to speak. While Skillful did have a .bat file which installed the modules Skillful needed on every part from Squad, Pwings, and B9, for some reason the guy refused to use ModuleManager and thus installation on Mac was more or less impossible (as you couldn't run the .bat file) without digging into an obscure feature in the Xcode developer tools which merged files. While a more advanced damage system would be excellent, it needs to still be based off of impact or heat tolerance. I mentioned the problem with Skillful before. Well, if you had part packs (as was the norm back in 0.23), you had to go through every single part and add in that module. It took hours.
  11. Thanks, I'm sure, in no small part to the prerelease and assorted hype, this morning the forums just hit a new record in concurrent users! Yay hype!
  12. Ooooh. I have that same GPU, and a 6600K clocked at 4.5 Ghz. Considering I run lots of craft at once (BDA scenarios) I'm wondering if I would have gotten a benefit with a 6700K. If one of my cores could (barely) handle a ~500 part 5v5, with separate threads for each vessel I should be able to get some crazy stuff going. 20v20 even. Or 10v10 with lots of ground installations. On second thought with the performance gains on single-core, I'm gonna try something like a 30v30. That's gonna be insane.
  13. I'm used to it. Playing on a laptop means that even if your CPU is handling the action just fine, the GPU only gives about 20 FPS and thus slows the game down massively.
  14. Honestly I'm probably going to pick up KSP on Steam again. Give SQUAD some more money. Kod knows they deserve it.
  15. PRERELEASE PRERELEASE PRERELEASE PRERELEASE PRERELEASE PRERELEASE PRERELEASE PRERELEASE PRERELEASE PRERELEASE PRERELEASE PRERELEASE PRERELEASE PRERELEASE PRERELEASE PRERELEASE PRERELEASE PRERELEASE PRERELEASE PRERELEASE PRERELEASE PRERELEASE PRERELEASE PRERELEASE PRERELEASE PRERELEASE PRERELEASE PRERELEASE PRERELEASE PRERELEASE PRERELEASE PRERELEASE PRERELEASE PRERELEASE PRERELEASE PRERELEASE PRERELEASE PRERELEASE PRERELEASE PRERELEASE PRERELEASE PRERELEASE PRERELEASE PRERELEASE PRERELEASE All caught up? Great.
  16. 1) That's probably because of a combination of UI scale and resolution. Make sure the resolution is set as high as possible for your display. Next, change the "UI Scale" slider to suit your preference. 2) Again probably something with your graphics settings. Check 'em again. 3) Congratulations, you have found your first bug! Now run along, take a screenshot or video, and put it on the bug tracker. TADA! PROGRESS! 4) I don't know. Maybe I'm actually a figment of your imagination, and you're actually projecting your subconscious through me. EDIT: Damn imaginary @MalevolentNinjas! (By the way, your name is gloriously fitting.)
  17. If we can keep the thread going at the pace it was going an hour ago (approximately 10 replies per minute), in *does math* less than a week we will have reached 100,000 replies.
  18. Actually I'm fairly sure that everyone got really excited about new experimental releases, then a zillion people hopped on the band-spaceship, releasing slightly less than a year's worth of HypeMentalDiarrhea.
  19. I don't know what that means, but I shall assume it's code for "Deploy The Hype Fireworks."
  20. This is probably the highest I've ever seen the member count. Ever. (Not including guests, of course. Over a thousand of those too.)
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