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TMS

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Everything posted by TMS

  1. Hi there, Been enjoying this mod immensely! Many thanks for your continued hard work. Getting a significant framerate drop following this last update. Have isolated it to this mod, having performed the 50/50 process of mods updated in the last 24 hours. Uninstalling the mod (via CKAN) resolves the issue. Reinstalling brings it back. Specs in sig. Modlist: Not sure what log file you'd need to diagnose, but happy to provide if needed.
  2. Definitely seconding the idea of scaling the toolbar. Being able to 'snap' the toolbar to a 'side' would be interesting, but assume it would therefor require all UI elements to have similar functionality (sounds like more work).
  3. I genuinely look forwards to a future version in which landing a spaceplane on non-runwayed ground will result in your undercarriage collapsing. At that point, I'd regard the runway upgrades (length and width) as being meaningful. Maybe even an option of building runways on other planets. A bit of challenge and delayed gratification would really help the game.
  4. Career killed the game for me. As someone who had come to the game when Sandbox was the only option, I was always comfortable with the idea of making ones own goals. The flexibility of the sandbox environment was what pulled me in and kept me there for some time. The first iterations of the Science mode were interesting but never really made much sense to me. So when the first finance-based career mode was released, I was excited to play it. After all... it was new, shiny and had come at the expense of many other anticipated (and previewed) features, following a substantial change of direction in development. Much like others have said, in those early months and years, Sandbox felt hollow in comparison. The challenge of early career felt fun and encouraged me to find solutions that I otherwise wouldn't have explored. However, in time, the lack of depth and the sheer repetitiveness of Career became very apparent. Huge gaps in progression levels meant long periods of unpleasant grinding. There are only so many times the "Jalopy MkIII" can biome hop around Minmus before it starts to grate on one's nerves. I had hoped that Career would be salvaged, but two decisions clarified that a turning point had been reached. First, was the addition of biomes around KSC. This essentially crystallised the fact that biome grinding was to be a core feature of the game. The second was the PR overload regarding the strategies feature which, despite the fanfare, was merely a multiplier that sat on top of the game's scores/currencies. This confirmed to me that the features of the game would never be really tied together to provide a depth of strategy that exceeded the average mobile game. And yet... with every new update, I found myself feeling obligated to invest time in another career. Another career that would consist of me trying to reach a point where I wasn't restricted by arbitrary and nonsensical grindwall obstructions. Trying to... dun-dun-duuuuun... reach a state of sandbox. By the time the quasi-beta rolled around, I think I'd pretty much had enough of the career grind, long-standing bugs and the ever-reducing availability of memory for mods. I pretty much passed over both 1.0 and 1.0.5 and didn't play for over a year, awaiting the U5 overhaul and 64-bit release. Career is (more-or-less) a complete write off and won't come close to what I think many of the early adopters were expecting, given the amazing experience that Sandbox provided. I think the game needs to eliminate the three separate game modes and essentially have science and funding as a toggleable game option. That would offer a great deal of flexibility, allow people to have the better parts of each mode and, I think, recapture some of the open-ended spirit of what made the game so appealing. A complete rebuild would be required to truly save career, however. With 64-bit becoming a reality, the game has (I hope) regained its potential to be all things to all users and allow people to create the sort of depth in their game that stock 32-bit limit has been making increasingly difficult to achieve. In advance of the 1.1 release, I booted up 1.0.5 last night and built a very-nearly-perfect Space Shuttle (bit like the real one, eh?) in a new Sandbox game. Apparently, I "still have it". Can't wait for 1.1 and the prospect of a heavily modified game that can meet those high early expectations again. Viva la sandbox!
  5. So... Steam users get the miserable and unpredictable experience of a pre-release, persist with the crashes and restarts, do all the complaining and bug reporting... and I get to reap the potential benefits of this crowd-sourced refinement? Sounds great. Let me know when you're done.
  6. Jatwaa has a video as well:
  7. Wake me up when it's released properly. **resumes year-long slumber**
  8. I was just gonna say that! My stitching became so subtle and invisible that it was eventually taught in major medical schools.
  9. Probably orbiting in the wrong direction. (or not... looking at the contracts window) How about looking at the other conditions in that window - have they all been met?
  10. @Stone Blue @kerbjor Re-uploaded to SpaceDock. Older versions haven't been uploaded as I don't want to confuse CKAN with multiple versions with multiple install methods.
  11. Put it this way, the last major update to this game was almost a year ago. The whole point of this update for many users, including me, IS 64-bit. If 64-bit doesn't work, the game will remain dead on arrival. How dramatic!
  12. On behalf of the long-term players who are still waiting for substantial development of the game... Please don't ever waste your time or substantial profits on this. The project barely had enough coders (until very recently) to make progress at an reasonable pace. Diverting effort into something that has been effectively outsourced to Curse would be wasted effort.
  13. In the time it takes for your new mod to be approved on CurseForge, you could probably resurrect KerbalStuff single-handedly.
  14. I think I dropped by a few times to say "thanks" for things. Probably should have done that a little more. But... "thanks" for things. They were good while they lasted.
  15. Years ago, Squad maintained a policy that the game would not contain Steam Achievements. The rationale behind this was some high-minded belief that KSP should aspire to more compelling gameplay challenges than mere achievements. This never really made a great deal of sense to me, given that achievements encourage divergent player behaviour that they otherwise wouldn't do, and that such achievements are a time-tested and proven way of giving players the dopamine hit they want. Since the impending console release success appears to have tempered the aversion to achievements that once existed, can we safely assume that Steam players will receive the same features or, indeed, that non-Steam PC users will receive the same features as part of the core game installation? This is good, but the current reputation penalty for declining contracts will be counter-productive to your aim of giving players more control. Is the intention to remove this?
  16. It's a special type of person who makes an oversized sig, yet has sig visibility disabled (probably because they're tired of looking at oversized sigs). Would be good if images could be disabled.
  17. lol Can't see that coming back to haunt you.
  18. I would expect auto generation to only occur when the engine is snapped onto a tank's node.
  19. So keep engines as engines and tanks as tanks. Not engines as "engines-with-a-bit-of-tank-on-it". Mutual exclusivity in part typology maximises modularity. Get rid of the tank butts and have them auto generate if the end-user wants them. Assuming that the engine will be attached to a tank of the same size and configuration is presumptuous.
  20. The DV penalty for carrying RCS makes it undesirable for a lander. Low thrust and pitch is all you really need.
  21. N...n...n...n... Which stuttering? is this different to the one that's been present since 0.5 and is probably GC-related?
  22. True, but the Apollo tank butt fits into the tank. The top of the modelled tank butt has a circumference exactly the same at the tank. When offsetting the engine, that tank butt circumference often z-fights with the tank texture.
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