TheOtherDave
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Posts posted by TheOtherDave
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56 minutes ago, Lisias said:
Autostruts can be useful, I wish they weren't dirty cheap - I pay nothing by using them, neither the craft gets heavier neither. And I think they should cost Funds and they should cause penalty to the vehicle's mass. It's what we get when we reinforce real life structures.
You can’t reinforce something that was never “inforced“ in the first place.
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I might hold off on Kerbalow and Deep Space Surface Habitat since they’re the kind of thing that might stock once the colony system gets added.
Edit: Or maybe do it now and try to talk them into incorporating you code?
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Yeah, that or way to change the fuel quantities in all tanks at once (or both) would be great!
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Hi Nate! Mostly I just want to know about non-Windows support. Is Linux and macOS support definitely coming? If so, will those versions be part of the v1.0 release or will they have their own ETAs?
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On 3/13/2023 at 10:22 AM, dvrabel said:
Visibly flexing rockets gives a good visual indicator that the rocket is over-stressed and may be about to fail. Without some sort of indication like this, rockets that spontaneously break apart with no warning will be very frustrating , particularly for less experienced players.
Visibly flexing rockets make that problem worse since they’re so hard to control.
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On 3/9/2023 at 1:27 PM, Superluminaut said:
As artistic license, wobble seems very cartoonish, like Wile E. Coyote taking a running start. It's not real physics.
If it was just some cartoonish effect, I probably wouldn’t care. It makes things soooo hard to control, though. For me the game is easier to play at like 5 fps without the wobble than at 30+ fps with the wobble.
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Just as a quick note about rockets breaking up when they go sideways… they don’t all break when they go sideways. Starship does its re-entry braking by flying sideways. It is true that none of them materially wobble, though. I would say that if the flexing ever becomes noticeable, the rocket should probably just break up instead.
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8 hours ago, zeekzeek22 said:
That could be a setting (that would probably slow things down a bunch and make enormous save files). But it sounds like a feature that would 90% be for streamers and would only be for people with the best computers. Would be cool but hard to imagine it'd be prioritized. Short recorded nuggets would be ideal and the most appealing for a broad audience.
You’re correct, but unless you’re literally just talking about saving video (which can eat up a lot of space), it’s essentially the same mechanism as what I’m describing… the only two differences are how much gets logged and the decoupling of the playback from the current graphics settings.
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Why not save all inputs and random events? It’d let you do complete analysis on everything, and would also let people play their mission with a “full” UI and high performance/low-rez graphics settings, then “replay” it with a “cinematic” (or no) UI, free camera control, and ultra/high-rez graphics settings.
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3 hours ago, MarcAbaddon said:
Yes, well, amusingly in KSP solid rockets were the engines where you never could just adjust the fuel by stacking ^^
IKR? The one place where their "stack 'em up" approach actually does mirror IRL and they don't do it!
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1 hour ago, HebaruSan said:
One possibility is that the state of the game was worse 1 month ago, worse than that 2 months ago, even worse still 3 months ago, etc., and they spent that time fixing even more serious problems that we never saw. We'll never know what problems the devs fixed before release, because they were fixed before release.
Yep. There's like a 99.9945872% chance this is the answer.
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10 hours ago, MarcAbaddon said:
Sure, those are standard part, but NASA and contractors also do not simply stack the same fuel tank multiple times to get the amount of fuel they want when they design a new rocket.
That's more or less how solid rockets work, except without much wobbling because the segments are held together with more than their mutual gravity.
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3 minutes ago, Moons said:
Serious question:
Do you - and the team - really think Discord is worth it? Wouldnt it be better to reduce communication to platforms that are actually publicly visible to most people? In reality anything said at discord can never be found because google doesnt search trough discord - so lots of informations is just lost in the chaotic system that is discord and people interrested in the game also wont finde discord since its not public via search engines etc.
Twitter - mostly for news and statements (but to be honest i think twitter is useless these days since it seems to block users without login)
Forums - main way to communicate - it makes sense to use the Steam forums and the official forums here
AFAICT, Discord is just group texting for groups who don't want to share their phone numbers. I think that's why it so popular... it has that laid-back feel, and the fact that it isn't searchable means people don't necessarily have to feel so guarded all the time.
Of course, that also makes it objectively terrible for anything other than "group texting", but nobody wants to have to check multiple places so it gets used anyway.
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20 hours ago, RocketRockington said:
A lot of the people with negative feelings will go 'Oh look, they fixed a bunch of the game breaking bugs - why didn't they do that last(week/month/quarter).
Last week/month/quarter they were working on other things.
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1 hour ago, tophatrhino said:
Any cylinder should have a length adjustment slider.
Procedural fuel tanks would be great!
Including adapter segments, IMHO, but I realize that's much more complicated (especially when one size isn't just a bigger version of the other... like, mk1 to 2.5m is easy, but mk1 to mk2 isn't).
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4 hours ago, DadJokeCinema said:
Which version of KSP1 added in RNG exploding when two ships dock? It seemed like that was happening to me for a full 10 years.
I don’t recall the specific versions, but I frequently had that problem in early KSP 1.
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On 2/25/2023 at 1:01 PM, Jim DiGriz said:
My thoughts though are that I'd rather build something so that WASM code built in other languages could run against KSP2 (kind of kRPC without the socket communication)
I kinda liked the “remote” aspect of kRPC. It kinda forced the code to be asynchronous, which will likely make it easier to make better use of multiple CPU cores. Might have an impact on multiplayer, too, depending on how it gets implemented and if there are any rules on where plugins get “hosted” and such.
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Wait, there’s a story in KSP 1?
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18 hours ago, Silvia Dragoness said:
Counterpoint: I almost always prefer focused tools over generic ones--in this case, I prefer a game-specific solution over a universal Unity solution. I vote SpaceWarp, until we have something more official.
Which one is more likely to keep working if significant parts of KSP 2 get rewritten over the years?
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22 minutes ago, whatsEJstandfor said:
Maybe that should only be a feature in multiplayer, then. Or, the conflicts could be part of the fun. But, given the size of the vehicles possible, I feel like taxiing with them is going to not be pleasant
Hah, good point. Oh! Or maybe you'll need to upgrade the taxiways & runways so they'll be big enough to launch your vehicles? Not sure how that'd work with people making things even bigger than the anticipated biggest plane size.
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On 2/26/2023 at 11:56 AM, Hecatonichosachoron said:
Have you actually found that folder? I'd love to know where it is
I think I remember someone saying that the flags are all Unity assets for now, which, if true, probably makes custom flags at least difficult, if not impossible. I think custom flags was one of the things the devs have said is coming, so personally I probably wouldn't bother trying to hack them in now.
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8 hours ago, Daniel Prates said:
We have two runways now, maybe one could head 27 and the other 09.
4 hours ago, whatsEJstandfor said:Or four options in the picker: Runway 09R, Runway 09L, Runway 27R, Runway 27L
Yeah, that's how runways work IRL.
The designation, I mean... I'm not saying that pilots pick from a list and their airplane magically appears in the right place
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33 minutes ago, regex said:
New game, new Kerbin. There's some pretty rough terrain to the north, might be worth a look.
Agreed. And, like I said, the mountain range being so close in the west made it tricky (at least for me) to line up on the runway and get reliable landings when returning from orbit.
How should rockets flex?
in KSP2 Discussion
Posted · Edited by TheOtherDave
I was just playing with a word that isn’t really used without its prefix (see also: what does it mean to be “whelming” or gruntled”?).
Anyway, my point was that the stock joints are so weak that it seems more like you’re giving them their innate strength rather than boosting strength that’s already there.