cfds
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Everything posted by cfds
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This is actually a pretty small set of combinations and can, again, be brute forced. And I don't see how saving a hash of a fingerprint makes it any less identifiable than saving the fingerprint itself...
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Another fine example of SQUAD outsourcing core features to the community and somehow being proud of it...
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Name two...
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Shame that the EU did not give you a grace period of two years since the GDPR was adopted on 2016-04-14. Wait...
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Is KSP in need of a "balance patch" again?
cfds replied to KerikBalm's topic in KSP1 Suggestions & Development Discussion
[Emphasize mine] The last part of your quote does actually make this the definition of a balance issue. -
Well, I am sure SQUAD has learned from this and created a set of cases that will be manually tested by QA before each release. /s
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I don't understand why the spaguetti rockets are not fixed
cfds replied to Luc1fer's topic in KSP1 Discussion
Was the whole chained rigid body concept really a planned feature? It looks more like Squad was looking for a system to build a craft from multiple components via Drag&Drop and Unity did provide this out of the box but also did build a chained rigid body directly in the process. Separating the different aspects of a part ("entity that can be moved in the explorer", "target for right-clicks to access functionality", "representation of a rigid body component") would probably have been possible but keeping what Unity provided and declaring it "Kerbal" was a lot less work... -
Launcher doesnt seem to work (Mac)
cfds replied to bennyj901's topic in KSP1 Technical Support (PC, unmodded installs)
As far as I know the launcher has never worked in any version for a long time. That it is still included is probably just Squad being Squad... -
I am not sure what you are talking about. People who say that they do not want to buy the DLC usually add that it does offer nothing to them. I have seen no example of anyone saying that they are giving the money to streamers instead.
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Because the only alternative to rushed and aimless updates is no updates at all...
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They were just shutting up and taking the money? I mean, with the amount of people telling everyone that they would pay $15 for a turd with the Squad logo, why would they put any more effort than needed into the product?
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Shouldn't you just use FAR when you are concerned about drag? That the stock "aerodynamics" work in wonky ways is long known.
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Don't forget that the most important aspect of Hypeloop and the Boring company is to lobby against anything remotely looking like a high capacity, high speed train system. One might think Mr Musk has some stake in some form of individual traffic....
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By this reckoning, five dice and a yahtzee block should cost more than a set of the settlers of catan...
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Well, the obvious solution would be to drop the chained rigid body simulation altogether and treat vessels as monolithic blocks. In most use cases there is a pushing engine at the back and inertial mass at the front and no need whatsoever to simulate bending, twisting or compression. You could still compute some kind of differential forces to special parts (decouplers, docking nodes) to test for breaking but you would massively reduce the number of constraints...
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Their job is to provide guaranteed access to space for European countries and have a domestic space industry, not competing with some hype-clowns. Looks like they do their job well...
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I expect it to cost $7.50 at the bimonthly sale and I won't buy it....
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Hmm, I have to go planning what to do with the $7.50 I will save on this....
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I am sure she has a sufficient understanding of English to play the game without any localization
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Earth is not a textbook planet, the first observed planets where probably Venus, Jupiter and Mars. You cannot get much more textbook than Jupiter...
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There are some points why I consider KSP unfinished: The 'career mode' only provides some random side quests combined with some very weird tech progression concept ("lick a flagpole to develop a new engine") and arbitrary constraints (Part count? Really?). There is no meaningful use of the "time" resource, management of parallel missions is pretty much impossible without mods, the "mission control" building is just a tavern for quest givers and the less said about the "administration" building the better... The whole mode just feels like a hastily added collection of half-baked ideas that had to be included so that the 'released' product gives at least lip service to the game's tag line: "KSP is a game where the players create and manage their own space program. Build spacecraft, fly them, and try to help the Kerbals to fulfill their ultimate mission of conquering space." Part balance is all over the place: Fuel tanks all have identical dry/wet mass ratios and all pros and cons that need weighing is "the 'physics' engine prefers small part counts". The same is true for batteries. Manned pods in contrast have pretty random mass/kerbal values without any secondary property to consider. Lander cans and aircraft parts are just more efficient in every way as capsules, description texts hinting at differences regarding survivability of re-entry or vacuum conditions are just cosmetic. Probe cores: You use the Stayputnik if you have nothing better, then the next one and in the end the lightest one. Without research, you just use the lightest one. There is no reason whatsoever to use things like the 1.25m or 2.5m probe cores or the second of the hexagonal/octagonal cores. Graphics: Many objects still have graphics that are okay for an early alpha but somehow still survive to the day. Furthermore, there is no consistent art style which adds to the "unfinished" look. The "work in progress" label that is tagged to everything that receives any amount of criticism from the community. Yes, the label is not always given by developers but also by zealous members of the community, but reading "well, it's not yet finished" in pretty much every discussion will nonetheless add to the "unfinished" look as well. To the "just pick a version that you like and stay with it" argument: Mods. Yes, it is possible to get the old versions of mods, but most modders will put their own continuous development only in the current version (and I do not begrudge this, they are not paid for it after all) and especially if this development contains bugfixes and performance/usability updates or simply interesting new features you are pretty much left with Hobson's choice: Do not use these improvements or update the game (and all the other mods). [Emphasize mine] That sounds a lot like KSP...
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I do not see what is so great about "continuous development". It is just a buzzword for "publish unfinished content and bank on people continue to pay in the hope for a complete game down the line". And I seriously doubt that the money earned with the DLC is used to fix the still glaring holes in KSP like the "part balance" and the poor excuse of a career mode, the money will be used to create the next DLC instead. KSP was the first and last early access game that I bought and it taught me the valuable lesson that all you get for buying an unfinished product is an unfinished product...
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KSP 2 Would Have Microtransactions
cfds replied to llanthas's topic in KSP1 Suggestions & Development Discussion
The devs have nothing to do with this, Take Two would have to make this announcement. And they would be rather stupid to make it... -
I hope he doesn't get sick...