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Everything posted by LoSBoL

  1. The pumpkins are nice, how about publishing this one?
  2. Multi monitor KSP2 would be the bomb! If there is any game that would benefit from multi monitor usage, it would be Kerbal Space program. And to those who think that they wouldn't like it, buy yourself a second hand 24" monitor for 20 bucks and try it, I bet most of you would get hooked.
  3. The next best thing is always around the corner, better to live in the present and enjoy whenever you can instead of postponing
  4. Not to fancy, I dolike that they made it high ress instead of low ress making it blend in with the rest of the planet. That makes a needed art pass for the planets even more visible and in my opinion, viable. I'm pretty confident we'll get that it in the base game one day because Take2 needs to keep selling copies of KSP to new players, and the planets are getting real old, even for todays low end machines.
  5. cAs a small QOL feature I would like to see a 'control point toggle' being added to the Part Action Groups'.
  6. To my recognition there was a pretty big cry from the community to give KSP an art pass, Oil drums and placeholders where terms I've seen come allong quite frequently. I'm a bit puzzled as to why you would think SQUAD has been losing connection with the community considering what people have been asking for (some for years and we gave up upon ever seeing), and what we've gotten in the last 2 years in the base game without costing a dime. A few examples that come to mind; Ambient light adjuster 4K UI support Struts selectable at both ends Part variants Personal parachutes VAB switcher Schmelta V indicator Burn time indicator New skybox Orbital information without needing to switch to map screen Fill command chairs in the VAB Ability to use parachutes while in a command chair Including Astroid Day in the base game AGL meter (unhidden) navball in map view Ability to remove helmets Easier to use maneuveur node editor Multicore support (within their possibilities by giving each vehicle their own Physics thread) Ram leakage fix Landingsite(s) in map view Steam workshop Steam cloud save localization, opening up the game to virtually the whole globe I could argue SQUAD has been more in touch of what the community has been asking then they ever were, maybe we'll see an pass on the current planets in the future, considering stranger things happend which were not expected to ever happen (like a Delta V indicator integration and Steam Workshop)
  7. KSP definitely is different from all of those games, even the feared T2 'takeover' hasn't affected that. We've gotten a burn time indicator, Dv readouts, and new UI elements, for free. I'm happy to spend another 15 dollars to keep development going. And I'm pretty certain SQUAD won't let me walk a Kerbal to some crystals lying around and then would ask me to buy science equipment We indeed have a bit of a different perspective Because I would actually feel I would be getting less than otherwise, and not being given the full game If I would be walking up to some scatter laying around and being confronted with an ad to 'buy more' to get the full Kerbal experience. My guess is we'll just see an ad when we boot KSP like with the introduction of MH which would suffice. I'm perfectly fine to pay for DLC, especially when it comes to KSP due to it still being developed and adding the scatter to the base game sounds good to me to, I'd would just feel a bit like monetization to me if I would be confronted to spend real money during actual gameplay, it just doesn't sound like a Kerbal thing to do.
  8. You are right, it is becomming common business. I don't play a lot of games, but games that use these types of tactics to try and 'tease me' in to microtransactions or paid DLC raise my neck hairs. I consider it an insult of my intelligence and would even stop me from playing the game entirely. To me those tactics are a great way to allienate your otherwise faithfull playerbase. Anyway, my money is already burning in my pocket, I'm on the hypetrain!
  9. I can't blame SQUAD one bit for making the MH expansion contain some parts that could be considered 'stock'. freeloading doesn't pay any bills, and there is only a certain amount of travel that a 'one time investment' can carry.
  10. Porkalike has been abandoned. A pretty big sign on the wall was when @SQUAD released the unfinished Porkjet parts to the community in december 2016 to play with. The sentence was added that they 'may' continue its development. In the mean time half a dozen modders did an excellent job in creating a vast number of porkalike parts for everybody to enjoy, and they are even being enjoyed by many today. Other design changes have been made by @SQUAD which basically show that the porkjet design legacy isn't going to being continued by @SQUAD, which shouldn't be a problem because if you want to, the legacy has been covered completely by modders to everybody's liking, except for some who can't accept changes, keep reminiscing the past and souring the weeklies. Maybe @SQUAD should indeed make a statement about not continuing Porkjet style, nobody will be bothered because the alternatives are better then SQUAD would provide, we can have one final topic for the ones who want to keep ranting and then maybe they can get over it and get on with their lives.
  11. Ow wow Jim, what a surprise. I can't think of anyone that could be more suited when it comes to love for and dedication towards KSP. This is great news, for @SQUAD, the community and above all, yourself! @SQUADand the team may consider themselves lucky to have you on board and I wish you happy endeavors in your new working environment.
  12. KSP as a lighthearted space game that does do somewhat serious orbital mechanics will always be a niche game, and although it might be not that hot selling as peak moment, I do think that there will always be a demand for it and keeps attracting new players. Of course you have Orbiter as a full on simulator, but that is pretty hard core. KSP keeps getting attention and attraction if you look at replies in lighthearted space related articles, and KSP does get referred to a lot. It got my attention and I am pretty certain that people who are, or get interested in anything space related are kept being drawn to KSP. I do think Take2 did recognize this and are in it for the long term, like they have with the full GTA series. Either by nurturing KSP or like some others have said, taking it to a new engine with a KSP2. If SQUAD would be involved in a KSP2 would be the big question mark, but it could very well be that another developer could get a change at a go for it. If looking long term, I'm certain a KSP2 will sell, and would keep selling. What I do think is a big certainty, is that Take2 is going to do something with the Kerbal intellectual property, I'm not going to give numbers here, but if you look at what Take2 actually paid for the IP, and what they've put on their balance as 'developed games property'*, they just have to, or even need to do something with it besides what we know now as Kerbal Space Program. Like others have said, I can see a long time future in a newly, from the ground built up KSP2 with a new, more future proof updated engine. I'd buy it, wouldn't you? I either think it will happen one day, or we'll see a Kerbal flight simulator, sail/boat/submarine simulator or car simulator. But there is deep pockets and time I guess, KSP does not feel that old yet, and one off its main selling points is that any computer out today, how low-spec it is even without a graphics card, enables you to play KSP. So if one does get interested in to space and orbital mechanics, everybody with a potato can join the club without needing an initial investment in a 'game playing specification' PC or laptop. *numbers are public information, and can be found in Take2's annual financial reports if you do a little search for it. PS: @Take2 and @SQUAD, what is the hold up on Kerbal franchise merchandise? I want pluchies, figurines, posters, car bumper stickers, T-shirts, baby clothes and mugs!
  13. Look at the first post, @sarbian posted what is sent to Redshell. Take2 or SQUAD determined the dataset of what is collected. The Unique User ID which was used to send off to Redshell is Unity's device ID.
  14. As a temporary workaround you can just change your resolution from 4K to FullHD (1920x1080) when you play KSP, its just a few clicks to do that. (Probably can make a profile for it and use the NVIDIA or ATI icon in the taskbar for it) They have been working on 4K support and eliviated somewhat on it the Weekly; Don't know if they finished work on it for 1.4.4 though.
  15. No big secret, If you want to see the full list of the people that are credited for, and have been working on KSP? Just take a look at readme.txt in your KSP install directory
  16. Awesome, another upfront heads up on an upcoming patch release! Thank you! I'm however sincerely hoping that the release of 1.4.4 is also used to stop further controversy overshadowing KSP at the moment, and we'll see both a farewell from RedShell trackware and see the explicit opt-in for Unity Analytics back in the game. If not, I fear the recent outrage will not only continue, but get worse… And that won't do KSP any good...
  17. You are right, all we can do is speculate and/or make assumptions. Considering the amount Take2 bought the IP for, they probably will do something with it, but that would be another assumption. Why couldn't future purchases stick a fork in an earlier version? On Steam I can roll back to 1.05 if I wanted to? Is that not possible when you purchase on the official Kerbal Space Program site?
  18. None of us know the details in the agreements that Take2 made with SQUAD concerning the end terms of the development contract. Of course there is a factor of uncertainty, but it really doesn't make sense to me for Take2 to create a new label (Private Division) in december 2017 for publishing and encouraging Indie type development and then all of a sudden after that pull the plug on KSP's development by SQUAD, 1.4.x and MH is the first published KSP versions under the flag of Take2. I don't think your concerns are justified, at least not yet. And even when a scenario like that would happen a year, or a year of 2 from now, you can always stick a fork in a bugfree version that suits you best along the way. I'm pretty happy at how KSP is looking right now, and with a few more bugfixes it can only get better. So everything that comes extra in development is just icing on the cake to me, and I do love icing, so I'd like them to keep up their good work.
  19. I have a bit mixed feelings about the viable use of both Steam cloud and mission/craft sharing through the Steam workshop. Definately it sounds good, but if I look to myself, I tend to copy KSP out of the Steam directory because I play modded and I don't want Steam to auto-update and wreck my installs. I presume that I'm not the only one copying KSP out of the Steam directory because of this reason. For Vanilla Steam players the options of adding Steam Workshop and cloud saving it should work great, but I'd rather have an impemetation that doesn't involve Steam so you reach a broader playerbase. But I can understand that would not be easily implemented or maintainable . I actually do add the 'out of Steam copied' KSP back into Steam as an 'non-steam' game so I can use Steam's in-house streaming function to stream KSP to my laptop, but to my understanding that sadly wouldn't allow me to use either Steam Cloudsave or the Workshop. TL;DR, I think this implemetation doesn't really work if you like to mod your KSP install, and therefore even a fair share of Steam bought KSP players won't be able to use these functions.
  20. That makes perfect sense! And it's even easier as long as you can calculate the right starting orbit, way more efficient. The deployment vehicle needs a whole lot lets DV and it saves half of de burntime for relay's as well.
  21. @GKSPGood on you for finding a good method I figured it out myself as well, only I use a little different method, might interesting as well. It may not be the most efficient, but gets the job done with little effort. It does need KER though. *circularize your deployment vehicle at the desired orbit and watch the orbital period, its handy to take an orbital period you can easily divide by 3. *Calculate 2/3 of that orbital period, and 4/3 of that orbital period. (eg: OP of 6 hours, makes 4 and 8 hours) *Release first relay and burn prograde till you have an orbital period of 8 hours *Turn deployment vehicle retrogade, launch 2nd relay and burn retrograde till you have an orbital period of 4 hours *Launch 3rd relay, move deployment vehicle out of the way and correct speed of the 3rd relay to the orbital period of 6 hours *4 Hours later, circularize the 2nd relay at Ap to the orbital period of 6 hours *Again 4 hours later, circularize the 1st relay at Pe to the orbital period of 6 hours
  22. I don't think its under a NDA, I think pretty much everybody gets mentioned in the Readme.txt file in the KSP folder.
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