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mcwaffles2003

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Everything posted by mcwaffles2003

  1. Not asking specifically, but were you guys shown features that have not been released/shown? If you saw multiplayer, was it good?
  2. I'd like to be given an option to care for them while still having the element of disposability. Id like to see a greater degree of variance in their appearance at least and further, I hope they can build qualities beyond position (pilot, engineer, scientist) and level. This isn't to say I want them to have a large plethora of detailed characteristics but at least a bit more and perhaps some versatility. I doubt we will see part breakdowns in stock so I hope engineers have a use beyond packing chutes (seriously who repacks their chutes?) and fixing blown tires. Hopefully engineers will be needed in the colony building process and there will be some form of upkeep to demonstrate their usefulness. As far as science goes and scientists I hope we get a greater variety of experiments and our involvement in those experiments will hold greater depth than: Push button There is no 2 Scientists usefulness so far is recharge experiments and sit in a lab, it's honestly not bad just the mechanism for the science itself feels, to me, like it could be more fleshed out. Kerbalism made some good strides in this since their 3.0 update and DMagic has always been there for making a variety of experiments. Pilots are pretty solid, simple but always useful.... so long as there's a reason to send kerbals in the first place. *cough* signal delay and automated maneuvering with probes *cough* Maybe having some ability cross over would be worth looking into where all kerbals start the same and learn skills to fit roles?
  3. From https://en.wikipedia.org/wiki/Terraforming Terraforming or terraformation (literally, "Earth-shaping") of a planet, moon, or other body is the hypothetical process of deliberately modifying its atmosphere, temperature, surface topography or ecology to be similar to the environment of Earth to make it habitable by Earth-like life. Sounds a lot like "terrain deformation" is included in what constitute as terraforming to me
  4. That would fall under terraforming which will not be in KSP 2
  5. You know how when you come out of timewarp and your craft bounces? Hopefully it means no more of that for mounted stuff
  6. The higher clockrate of the CPU, the better it will perform. All else is speculation, I have a 1080ti and am fairly certain I will not be upgrading... I'm guessing 16 gigs of RAM would be good, 32 if you want to keep 100 tabs open in the background at the same time
  7. A slider in the VAB/SPH that either drains/fills all the tanks or does so in the staging order so it is easier to see what happens to the COM as fuel is used
  8. That's about what I've figured but so far when it comes to the physics system we haven't seen much yet outside the pre-alpha footage from september (which didn't look anywhere close to finished). So I'm hoping that wasn't the first thing they started working on and it is still under development. My assumption is that though the physics system is core to our gameplay, maybe it isn't the core base of the code in the game. So changing it wouldn't require a rewrite of the game as a whole, but instead a part of the code followed by hooking it into the rest of the code.
  9. Just throwing it out there for someone who it The things I've seen about DOTS look cool/promising so that leads me to asking it, but as a non-programmer maybe I'm a fool and it is snake oil
  10. Is this kind of change far too much to accommodate or later upgrade to in time? Would the performance difference be drastically better? And if the game has been delayed to Q4 2020 or Q1 2021 would that be sufficient time (if it IS worth it) to convert to using a system like this?
  11. Yes, hydrocarbons and hydrogen, when burned with oxygen, produce water. Contrails have to do with relative humidity and adding more water to already saturated air. Cumulous clouds are large pockets of saturated air and the flat bottom of them is a critical point along a temperature gradient. Since hot air holds more water and hot air is closer to the ground, at that point where the air gets just warm enough to not be 100% saturated, the moisture pocket becomes see through and the bottom of the cloud is formed And that's why cumulus clouds look like shaving cream on curvy glass table
  12. Archaeology it is then! xD im ded.... EDIT: Ok looked at the comments to se what people are saying and I see "Inferno Wolf it was uploaded on April 1, hint hint..." so this IS a mod... I was really fooled that this was a hidden feature for a moment
  13. Do you work with nuclear power plants? If so that's pretty cool Cool by me
  14. Just because a feature is optional doesn't mean it has to be "siloed-off". Just give everything dependencies and when one system is gone all other dependent features are as well. I.e. commnet... If it is disabled just disable the function that checks if a probe is connected to KSC... Why is that so hard? Why does that make everything as unstable as you make it out to be? Is that experience in making games? If not, isn't just a little bit possible that you're speaking naively? Is it possible you don't understand the nuances of programming a video game? Or in your world is all programming the same? Just because I've programmed stellar simulations doesn't give myself the impression that I know how to program in unity or the facets of it. May I direct you here?: https://thebestschools.org/magazine/15-logical-fallacies-know/#falsedilemma The world doesn't have to be so black and white. Just because were talking about boolean systems doesn't mean our reactions to them need to be as well. You're argument boils down to something akin to "If it doesn't converge to 0 it must be divergent!" Does making systems optional add any complexity to a game? Yes.. Does it add so much complexity that it will turn that game into a buggy, unstable, non-synergetic, disintegrated mess? No My evidence to this assertion? ALL THE STABLE GAMES WITHOUT A CRAP TON OF BUGS, of which there are many. To what extent? We're paying these people to do this. If it adds some work for them to do... then do it, it's their job. You are literally arguing against your own position here... Going with this one. I am not a sith, so I don't deal in such absolutes, believing adding a couple options will wreck the game
  15. You wont need to flatten surfaces since colonies seem to be built on pylons and it seems to me, working with the terrain that is given is part of the fun/challenge of building colonies. Also you want archaeology to be a system in the base game? Why? I think you're looking in the wrong game for that. Asking for base game archaeology is like me asking for a base game tennis mini-game... Completely unrelated to the game at hand
  16. This entire thread is your preference Prove to me that turning off features makes it more stable/robust please... I'm gunna pay the devs/programmer $60 for this game they better be able to just do that, options or not (I dont mind technical reads, in fact I quite enjoy them) I hope when you make this claim it comes with programming experience specifically in making games since as someone with experience doing physics at a particle accelerator modeling magnetic fields in SRF cavities I wont go off and pretend like I know the nuances of how detectors in it should be built. I really wish you lot would stop beating this strawman. Are you using that word just because I did or do you actually know what it means? Because I did not make a strawman argument, in fact several people, in this very thread, have said they prefer to play with some of the options being discussed off. But please do explain how this is a strawman argument I think we are looking at these options in different fashions. To me it sounds like you believe options are add-ons to a base game, to me it seems like the base game includes all the options and players are allowed to opt out. All the "better integrated systems, with more synergies" are built with all options applied, and turning them off just leaves less systems required to integrate/synergize. Civ V for example... espionage is a core mechanic of the game and it is built with that in mind... Yet you can turn it off. Same with barbarians, turn limits, razing cities, etc...
  17. Or they just don't like it Yes, it does Doesn't have to be And players have every right to play the game like that, just because it isn't your preference doesn't mean other people shouldn't be allowed to play that way Also, whats to stop your strawman from getting frustrated when they started playing the game without turning off that feature in the first place... Many people who try this game don't get far due to the difficulty curve inb4 "but..but... tutorials" making them optional isn't what did that Claiming what you say is false (as proven with my civ screenshot), just because a game is complex doesn't necessitate it lacks the ability to turn off features NEXT
  18. Wondering if Scott Manley/ShadowZone/Matt Lowne/etc... will be there. I'm assuming we will see at least 1 interview. Whoever it is though I hope they have good questions and don't end up repeating already asked ones
  19. I'd agree if Nate Simpson didn't say they're designing the game with enhanced modability in mind, directly meaning the game is built with the knowledge of and intention to be modded. From the steam store page: I could be wrong, but I don't believe KSP had any intention to be modded, just that was part of the growth from the games community and SQUAD didn't get in the way Also, please point out where I said the game is only meant to be played casually, I believe my arguments so far have stated it should have options for the reason of allowing casual play AND hardcore play, not having the choice made for us and disenfranchising a large swath of the community on either side. EDIT: This would also make no sense as I am currnetly enjoying a RO/RP-1 playthrough with remote tech and principia. I enjoy both sides of the spectrum.
  20. I agree with your message and don't wish to debate you. Just, you know the game itself is meant to be played with the intention of being a platform for mods right?
  21. Did you ever use the eagle red mod? I used to be in such anticipation for when they created a whole new faction... Never happened but good memories. I've not had this kind of problem with factorio yet where there's multiplayer and a LOT of mods. Something like AVC built into stock should be enough to verify compatibility with the server. So long as everyone has the same mods and same versions all should check out. (I hope)
  22. I was going to go to this but family stuff came up :< And my gf wants us to go to a <snip> baby shower >.> https://www.pcgamer.com/pax-east-2020-livestream/
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