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Everything posted by Glaran K'erman
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Fallout 4 is making good on a promise it made last year to bring mods from the PC to the console versions of the game. The links below do a good job explaining the basic story and how it has played out. http://www.cinemablend.com/games/Fallout-4-Mods-Coming-PS4-All-73097.html (from a while ago) http://www.forbes.com/sites/davidthier/2016/06/21/fallout-4-mods-are-having-some-problems-on-ps4/#3a1f63104b3f (current status) Now, the first article quotes Bethesda as saying they made sure their architecture was set up to be able to do this sort of thing. My question then is how feasible is it for KSP to do something similar? How hard is something like this to do from a development point of view? The second article, as the links suggests, explains some problems I didn't think about such as PS4 using a proprietary sound format that causes issues with the standard formats trying to be uploaded from PC. Can it be done?
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I have no clue what you're trying to do. But whatever it is, as long as it's personal use, do whatever you please. Rip apart, dissect into "McNugget sized pieces", alter, alter again, transform, combobulate, and discombobulate to your hearts desire. The minute the project becomes publicly shared, disregard everything I just said. Hope you find what you're looking for!
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I really enjoyed that. Yea, you heard they were testing a failure of one the three mains right? I hope the eggs didn't break.
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I often find the mouse wheel acrobatics to get everything just right really tedious. With multiple craft around a body it can become almost impossible, unless extremely close, to set a planet or moon as the target. Generally the issue is that it seems to favor a vessel rather than the body but I am curious to see how some others feel it works for them.
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I haven't run the game through Steam in so long I really can't speak on whether or not it's more stable, I simply forget.
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Devnote Tuesday: Wednesday Edition IV
Glaran K'erman replied to SQUAD's topic in KSP1 The Daily Kerbal
Ya know, didn't even realize timewarp persisted when entering buildings, never even tried it! @Arsonide I am really looking forward to contract weighting having more flexibility. Often find myself saying, "Oh no! But I wanted to go x and do y!" We all have our favorite body to visit and it's not always the most difficult or far away, would be nice to still have a career focus on where the user wants to go and what they want to do there. Great poem by the way, @sal_vager! -
No, it's not just his system causing it. Far worse than the "Hey feel better, my game is working!" posts, are the ones like this that insinuate that those who have problems are doing/using something they shouldn't or are somehow doing something wrong. Stop being an apologist please, only comment if you have a problem.
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My farewell to Kerbal Space Program
Glaran K'erman replied to HarvesteR's topic in KSP1 The Daily Kerbal
Oh my, I did not expect this. @HarvesteR I cannot thank you enough for your time and dedication to this game. I have seen it affect people, including myself, far beyond what I thought a game could do. Good luck and nothing but the best -
I agree that would not be ideal, but how would you feel if they took their break a 2-3 months before release? I understand the need to recharge, but when and what for should be thought about carefully. I just wish they had done all necessary head cleaning before going into a prerelease/release phase and used that energy to address the inevitable issues.
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@fredinno seriously? Go look at you're post and see what you said to me, probably won't be hard to figure out...
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@fredinno The Illuminati of course. Surely I am optimistic, very well aware.
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[1.2 - 1.4] Real Scale Boosters, 0.16 (2018-03-12)
Glaran K'erman replied to NecroBones's topic in KSP1 Mod Releases
Ahhhhh indeed.- 966 replies
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Ha neat, didn't know that LEGO did stuff like crowdsource ideas. I'd buy it!
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[1.2 - 1.4] Real Scale Boosters, 0.16 (2018-03-12)
Glaran K'erman replied to NecroBones's topic in KSP1 Mod Releases
So this may be a really stupid question, but I am using the stock-alike patches and I can't figure out how to attach any of the second/third stage engines. They have no bottom nodes and no adapters (that I can see) to "give" them one. Any help?- 966 replies
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Minmus fasttrack, anybody else doing this?
Glaran K'erman replied to magnemoe's topic in KSP1 Discussion
Yea no worries, just was curious as to what actually utility to saw in it. I'm going back to not watching the BEAM deployment because they screwed up. -
So this is basically Inception for bugs, greeeaaaat.
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Imagine if SQUAD built their own engine and we never had to say the word 'Unity' again...dreams.
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My bet is that by the time we end up going to Mars we will use something entirely different. Orion essentially got it's start back in 2004, just 12 years ago. Most current estimates put boots on Mars around 2030-2035, that is plenty of time to design, propose, build, test, and certify a new program. Not to say they couldn't design it into some sort of Mars mission, I just think we might see something else by the time Mars rolls around.
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Minmus fasttrack, anybody else doing this?
Glaran K'erman replied to magnemoe's topic in KSP1 Discussion
Well then it comes down to how you you play the game. I don't stick to RO/RSS style realism, but I don't do things like send a single kerbal on a 20 day mission alone. As soon as you add one more kerbal, life support definitely gets stepped up and time-saving maneuvers become fairly routine. Just to clarify do you mean literally "speed" things up as in you get there faster, that's it? Just time warp, right? Unless you're trying to do a speed-run of some sort I really don't see a use for this otherwise. -
It's at times like this when I wish I was knowledgeable on work-flows, standard practices, necessary time-frames, and the such as it relates to game development so I could actually comment on this stuff. So all I can say is do whatever you think is best to get stable first, then right along with 1.2 so momentum keeps going over the next 2-3 months. Good luck guys
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Dres, a useless rock
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Minmus fasttrack, anybody else doing this?
Glaran K'erman replied to magnemoe's topic in KSP1 Discussion
And that's is a great-totally-awesome point...for another thread. This one is about time a time saving maneuver and the merits behind such a thing, how your creative uses for SRB's fits in I don't really think is relevant enough to chime back. But ok. -
Minmus fasttrack, anybody else doing this?
Glaran K'erman replied to magnemoe's topic in KSP1 Discussion
Hyperbole. Regex, please buddy, I know you like starting little squabbles but come on.