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Waxing_Kibbous

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    Spacecraft Engineer

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  1. I'm curious about the mesh topology. Back in the old days (early 2000s) having triangles that varied a lot in shape, or really stretched ones, was bad for physics engines- a previous dev note showed some wires and they were pretty ugly. Just wondering out loud about how modern algorithms handle this and if this is what is being generated currently.
  2. This right here- I imagine there was a crunch period before release and now it's a giant fire to get under some semblance of control. You hear about 16 hour days in the game industry, I hope the devs aren't getting beat up too badly.
  3. Big thanks to everyone who is chipping in to make this mod, I'd say its one of the most important for the longevity of KSP.
  4. BG3 and KSP2 release in 2023 gives me more time to save up for a gaming rig Maybe some graphics cards will be available by then
  5. I haven't played KSP in a couple of years (was waiting for the final version) and wow have you been busy @theJesuit! I've always felt aligned with your game mechanics philosophy, and am thinking of doing a playthrough with this mod and the kerbalism Simplex mod- my question is which of your tech tree mods would fit these mods best?
  6. Yeah, but this comes with the caveat of knowing what you know now. Most people's brains don't stop developing until their mid 20's- I say late 20s through 30s is the prime spot. As for advice I'd say avoid contact sports, blows to the head and injuries aren't worth it.
  7. Is this dependent on environment though? It'd make sense that a Kerbal could carry more on low-G bodies.
  8. I said real science, we can keep the engineering fake It'd be cool to have some randomness with planets so different plays would require research to develop appropriate craft. Also, graphs of data would be pretty awesome.
  9. There's always a push for realistic rocket analogues in KSP, but I'd love to see some proper real science. Spectroscopy, geographical mapping, measuring the pressure and composition of an atmosphere at various altitudes, mineral composition at various locations, etc. Really mapping out data as opposed to taking a single point. Plus, planets would have harsh conditions that one would have to analyse and build craft accordingly.
  10. I agree with OP, I restart KSP a lot due to setting up play options/mod lists. I never really get far because there is always the idea that I could be playing in a better way. The games I have played the most have a really solid, balanced vanilla- constraints = challenges = fun and satisfaction. I think the curse of being considered a sandbox game is the premise that players can do whatever they want, which seems appealing at first but doesn't carry an experience like a well thought out narrative can- a sandbox mode is fine, but I hope KSP2 has a proper, well balanced game mode.
  11. If they abstracted the concepts it could still be a useful educational tool, much like the orbital mechanics in KSP1. Adding in time dilation (which is just basic math, something computers are really good at. Having standard time and mission time wouldn't be too complicated.) and a warp drive would be a fun way to sneak in some learning. Plus if LS was optional it would add a new dimension to that mechanic.
  12. How about adding optional LS for Kerbals, and an advanced science biped robot that can do most things Kerbals can but need only EC. That would be kind of fun, sort of like an Adventures of Bill dynamic.
  13. Kudos for getting some of the mud from the pigs on you, so to speak. ...It's both a reference to Mark Twain and the name Ham, very clever on my part.
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