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Blaf

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Posts posted by Blaf

  1. 4 minutes ago, Bej Kerman said:

    Maybe the KSP 2 sound artist could reference McLd's music in some of the melodies, but I feel it'd be a sharp tonal shift if a track with Macleod's trademark free music vibe started playing.

    I'm certain he would be able to compose and master the track in a way it wouldn't sound out of place among the rest of the soundtrack.

  2. On 1/28/2018 at 1:50 AM, Clockwork13 said:

    IMO it's a little sad that people won't purchase a game simply because it looks 'old'

    I wouldn't call it sad, it's just that different people have different tastes for their enjoyment. I fully understand that simplified graphics might spoil the fun for some people...

  3. 23 hours ago, Rocket In My Pocket said:

    Not usually a good idea to raise the minimum specs on a game, you're just closing the door on a huge percentage of potential customers with low-end hardware.

    I take this argument more as a trade - on one hand losing potato users, on the other gaining customers for which better graphics is a decision factor to buy the game.

  4. 1 hour ago, Ted said:

     

     

     

    The issue here is not that we don't have the necessary wheels (or "cars, suspension and the like") knowledge to approximate wheel physics, but that the middleware (both Unity and VPP) are making implementing this in KSP cumbersome and unfortunately challenging to balance currently. We've looked into PID systems for the wheels, and those can work for wheels for sure, but KSP is a game where you can make little to no assumptions about how the player has designed their vehicles - something that car manufacturers can take with certainty and something we'd need for a PID system to be fully capable. Thus, as I'm sure you can see, it's not really car expert that's needed. Going forward, we have solutions that can mitigate this and plans to solve the problems we're seeing, but this takes time and a lot more hard work from a team that has been pushing to the limit on that. I completely understand that it must be frustrating to see this as someone who is passionate about wheels and cars. And I welcome your suggestions, they make a lot of sense if you're building a system from the ground up, but at this point we're unable to implement those in the short-term.
     

    Hopefully that has resolved some of your concerns, if you have any further ones, I'm always available via PM (though sometimes can take a few days to reply as things get busy!).

    Would increasing number of VPP simulation substeps help?

    I mean, in such case number of substeps could be added as an option to game settings. (if it's possible, ofc)

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