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  1. I mean, SpaceX is also a government contractor. The dragon program, HLS, numerous government funded satellite launches are also 'spending other people's money.' The difference here is economy of scale, iterative design, and vertical integration. I think we can leave the politics out of it. Its also important to not confuse initial manufacturing costs vs per-launch costs when we talk about reusable rockets. To date SpaceX has spent 3 billion dollars on Starship, so one could say the current per-launch cost is 1.5 billion. Of course the idea is that those initial development costs will be amortized over hundreds of launches, but lots of things could interrupt that: RUD on the pad, fundamental conceptual failures that make full reusability infeasible, lack of demand, or an unexpected disruptive competitor.
  2. @StrandedonEarth, moved to suggestion. If you want to submit a bug report do not use it to talk about other things that this bug (here suggestions) The issue you had was reported here:
  3. hi I don't understand those joints. First, I do have this situation: root -> ... something -> truss -> FL-R10 RCS Fuel Tank (0.1 t) -> Extendatron Basic (0.2 t) -> Extendatron Stackable (0.15 t) -> something -> massive heavy tank The Extendatrons are horizontaly attached. Now, the first joint is massively bended and unstable, while the second one is strong like hell (but both use the same force/spring/whatever values). Fine... this can be explained with the "lower mass == weaker". But: is it just the relation of those masses or is it the absolute mass as well that's influencing the strength?? ... and what I don't understand: why is the rigidBody.mass 1 for both parts? and... which mass is now the relevant one? how can I find it? (I need it, if I want to set the new "massScale" correctly) And... massScale... does it help, to set massScale and connectedMassScale to let's say 10 ? or is just the relation between those masses interesting? ... do further child/parent objects of the 2 connected object also have an influence on the joint? Would be nice if we could answer some questions about joints, now that we got a new Unity version.
  4. After playing modded KSP with RP-1 and watching For all Kerbalkind i thought there should be more RP-1 related videos. So i came up with an idea a KSP RP-1 project that is based on For all Kerbalkind Each player takes part as their own organization/nation together or against each other Trading vehicles/kOS for money/honor/science, other services, to help noob advantage: functioning vehicles of others (grab and go), help and experience of others, own difficulty if necessary Pro advantage: "sale" of vehicles, kOS scripts and information, play with/against each other (BD Armory? ), own difficulty if necessary My thoughts so far: How is this supposed to work as “multiplayer”? Everyone plays their game with the others or "in the dark" and at a certain interval the players share their intermediate results What kind of interval? an in-game period that we discuss together (e.g. 1 year) What kind of intermediate results ? At least rough information about what you send into orbit and above, as an overview/information for the others would be nice (or to sow envy and resentment ) What do I need to participate? RP-1 Express, at least 1 intermediate results per interval, joy of playing How should trading work? Send craft files to others via file sharing (discord? or at least you know email?) How should I get/lose money/honor/science from others? alt + F12, you know? That should be a fair play with/against each other? Like many things, it's just based on believing in others. E.g. that your boss pays you or that your partner really doesn't cheat Do I have to upload videos? Nope, it's ok if you're just a part of the project Do I have to share my vehicles/kOS? Nope, if someone wants to include your vehicles in their game (e.g. what's going on in orbit) they can also use placeholders (e.g. a probe) Do I have to play as much as the others? Nope, it doesn't have to be a head-to-head race at all times. How many events/secrets from the past are only coming to light today after all this time? Darn it, do I have to wait for the others now? Nope, hand in your intermediate result and if you don't care about the others then carry on playing, totally ok you pioneer But I want to upload a lot of videos/make money with all of this? Welcome to the free world, no one is stopping you I want to play as nation/organization XYZ! Whoever comes first... but talk to the other player, maybe you can move forward as a partner/rival/alliance. we were divided once too (BRD & DDR) I want to play with additional mods! gladly, it doesn't influence the others (except possibly traded vehicles) I want to integrate other people's vehicles, how? Either take a placeholder (probe) or ask the others about their crafts and cheat into orbit (Alt + F12) I don't understand anything but I still want to participate ... breathe deeply, very calmly. one step at a time, Rome didn't fall in a day (Wiki and Installguide) I'll never be able to keep up with the others! totally ok, since space travel began only 4 nations have made it safely to the moon, maybe someone is interested in cooperating? But I'm much better than those suckers! hand in your intermediate result and go ahead and lead our world to new shores, for Shine and Glory! I've only just seen all of this, am I too late O.o?! Nope, e.g. early German space travel: V-2, 1942 (first object to cross the Kármán line); first German satellite, at the end of 1969 by a US rocket ... Do we include all of each other's vehicles in the game? we can, but we don't have to. Yes, we can say we are not interested in other nations, it's up to you Did you drink paint? only if there is one standing around Either way, I'll give it a try in the future, even on my own if I have to would you be interested? your opinion on this? let me know in the comments ___________________________________________________________________________________________________________________________________________________________________________________________________________________________________ Nachdem Ich RP-1 gespielt und For all Kerbalkind gesehen hatte, dachte Ich es sollte mehr RP-1 bezogene Videos geben. Also hab Ich mir da was überlegt Ein KSP RP-1 Projekt das an For all Kerbalkind angelehnt ist jeder Mitspieler nimmt als eigene Organisation/Nation teil zusammen oder gegeneinander Handel von Fahrzeugen/kOS gegen Geld/Ehre/Wissenschafft , andere Dienstleistungen , zur Hilfe noob-Vorteil: funktionierende Fahrzeuge der anderen (übernehmen/orientieren und go), Hilfe und Erfahrung der anderen , bei Bedarf eigene Schwierigkeit pro-Vorteil: "Verkauf" von Fahrzeugen, kOS-Scripten und infos , mit- / gegeneinander spielen (BD Armory? ), bei Bedarf eigene Schwierigkeit Meine Gedanken dazu bis jetzt: Wie soll das als "Multiplayer" funktionieren? jeder spielt mit den anderen oder "im dunkeln" sein Spiel und in einem bestimmten Intervall teilen sich die Mitspieler über ihren Spielstand aus Was für ein Intervall? eine ingame-Zeitspanne die wir gemeinsam beraten (zb 1 Jahr) Was für ein Zwischenstand? zumindest grobe Angaben was man in den Orbit und drüber schickt, als Übersicht/Info für die anderen wäre doch ganz nett (oder um Neid und Missgunst zu säen ) Was brauch ich zum mitmachen? RP-1 Express, zumindest 1 Zwischenstand pro Intervall, Spass an der Sache Wie soll der Handel funktionieren? Craft-Files an die anderen per File-sharing schicken (Discord? oder kennst doch zumindest eMail?) Wie soll ich Geld/Ehre/Science, bekommen/verlieren? alt + F12, kennste? Und das soll ein faires Mit-/Gegeneinander werden? Beruht wie vieles nur auf dem Glauben an die Anderen. zb dass dich dein Cheff auch bezahlt oder dein Partner wirklich nicht fremdgeht Muss ich Videos hochladen? nö, reicht doch auch so wenn Du teil des Projekts bist Muss ich meine Fahrzeuge/kOS teilen? nö, wenn jemand deine Fahrzeuge in sein Spiel einbinden will (bsp was im Orbit los ist) kann man ja auch Platzhalter (zb Sonde) nehmen Muss ich so viel spielen wie die anderen? nö, es muss ja nicht zu jeder zeit ein Kopf-an-Kopf-Rennen sein. Wie viele Geschehnisse/Geheimnisse von Früher kommen nach all der Zeit erst Heute ans Licht? boar, muss ich jetzt auf die anderen warten? nö, gib dein Zwischenstand ab und wenn dich die Anderen nicht jucken dann spiel weiter, vollkommen ok du Pionier Ich will Videos hochladen/mit dem ganzen Geld verdienen? Willkommen in der freien Welt, es hält dich niemand auf Ich will als Nation/Organisation XY spielen! Wer zuerst kommt ... aber rede mal mit dem Anderen, vielleicht könnt ihr als Partner/Rivalen/Allianz voranschreiten. Wir waren auch einmal Entzweit (BRD & DDR) Ich will mit zusätzlichen Mod´s spielen! gerne, beeinflusst die Anderen ja nicht (ausser evtl gehandelte Fahrzeuge) Ich will die Fahrzeuge der Anderen einbinden, wie? entweder ein Platzhalter (Sonde) nehmen oder die anderen nach ihren Craft´s fragen und in den orbit Cheaten (alt + F12) Ich peil garnichts aber will trotzdem mitmachen ... durchatmen, ganz ruhig. Ein Schritt nach dem anderen, Rom ist auch nicht an einem Tag gefallen (Wiki und Installguide) Ich kann nie im Leben mithalten! vollkommen ok, seit Beginn der Raumfahrt haben es nur 4 nationen sicher zum Mond geschafft, vielleicht ist ja Jemand an einer Kooperation interessiert? Ich bin aber viel besser als die anderen Nieten! gib dein Zwischenstand ab und go ahead und führe unseren Welt zu neuen Ufern. Für Glanz und Gloria! Ich hab das alles jetzt erst gesehen, bin Ich zu spät dran O.o?! nö. zb frühe deutsche Raumfahrt: V-2, 1942 (erstes Objekt über der Kármán Linie); erster deutscher Sattelit, Ende 1969 per US-Rakete ... Binden wir alle Fahrzeuge der Anderen ins Spielgeschehen ein? können, müssen Wir aber nicht. Wir können ja sagen Wir interessieren uns nicht für die anderen Nationen, Dir überlassen Hast du lack gesoffen? nur wenn welcher rümsteht so oder so werde ich das in der Zukunft, auch alleine wenns sein muss, einmal probieren hättet ihr Interesse? eure Meinung dazu? lasst es mich in den Kommentaren wissen
  5. KT is awesome. She came and gave a talk at the U years ago and I got to spend some time with her. She went back to JSC from the talk to be capcom, so a buddy and I sent her thank you flowers, delivered to MCC. The florist near JSC actually made a thing with flowers sorta like a liftoff with a plastic shuttle coming out of it. We saw it delivered on NASA Select (old NASA TV), which back in the day you had to have sat tv to see—the old ~2m dishes from the 80s.
  6. For Science! Update started off with a blast and I was eager to play it upon release! Once it released, I loved it instantly considering it levels the Game up to not only a sandbox simulator but to a full-fledged game playthrough! However, despite the many awesome and fun moments I had with this update, I feel like there is a lot of work to polish the new Science & Mission Mechanic alongside the already implemented tutorial system which I really wanted to talk about for quite some time now. First, let's start off with the Tutorials, I am personally not very good with Kerbal Space Program itself; I couldn't really understand how to create a rocket properly and usually ended up having stacks of them not launching from the pad or barely making it into orbit, let alone past Kerbin. And despite the help I got from the in-game tutorials, it did not significantly help as much as online tutorials. The section about rocketry feels obviously lacking, sure it mentions how a rocket works and the types of engines and other space components, but it does not help on how to make a proper rocket or at least understand how to make one for any specific task such as landing on the Mun or Eeloo. This can also be accounted for orbital mechanics; it leaves questions in my mind such as: "How much do you need to slowly turn your rocket over the horizon?" "Does it apply to every rocket? If no, how do I know when and how?" This is normally a major obstacle for new players like me (Kind of, started in 2016 but never really got past the Mun in KSP1 and never properly learned rocket design) because it forces us back into the drawing board by watching a couple of tutorials made from the Internet, although it isn't any bad either, it reinforces the fact the in-game tutorials really need more work. In summary, using this experience of mine, I would really like more tutorials about rocketry and an improved version of how to put your rocket past the atmosphere and prepare the steps for an orbital maneuver. Secondly, let's continue with the Missions in Mission Control, The Missions itself aren't bad, I actually found it as huge upgrade its original counterpart in KSP1, but it definitely needs more polishing. The first noticeable flaw I encountered was the mission briefing themselves, they seem way too centered on a specific scenario (mission briefing specifically) and less dynamic, by example, your ship ends up in a catastrophic failure when doing a specific mission, you absolutely do not get any major consequences rather than the loss of a crew, which normally under the default game difficulty, usually just respawn and probably also a couple of science points that you might have lost. I really wish upon a system where the missions actually do not cancel themselves when failing them, but give negative consequences such as more flavour text signifying the gravity and effect of the situation but at the same time balancing and incentivizing the player to keep continuing. Secondly, if your rocket launches, completing the first mission, and immediately goes to the atmosphere, I would really like it, instead of going again back to Mission Control and then going back to the ship to complete the second mission after the first, to simply have some way or form to complete both missions when you've done both already through one rocket launch at the start. To simply brief this, Mission Debriefing should get a separate system when the player fails the mission and you should be able to complete two missions at once without needing to go back to mission control to track the second one which went available thanks to completing to the first one in one rocket launch. Next, the Science Mechanic, which is the one here with the most need of polishing, I could also say the same for this one, the new Science mechanic is a massive overhaul to its original counterpart in KSP1. However, it definitely needs more polishing and balancing to make it less of a "Simple Magic Click and Reward" button which actually loses the value of it being a "Reward" as it gets too easy. I noticed the reports did not really have any unique flavour to them compared to KSP1 where crew observations and utilization of science equipment had unique flavour text depending where you did them (Also make the flavour texts larger and readable :D), I would actually really like if they weren't all generic and had an interesting one. I also found it quite boring when all a Kerbal can do and is meant for in a mission is simply to steer a Rocket when it's out of signal with KSC, do flags, generic crew observations and surface samples. I really wanted them to play a role on organizing Science like KSP1 rather than one magic click and it's all stored. Kerbals should perhaps have the ability to take the science reports or surface samples and store them in the Command Pod or Science Juniors. Both elements, describing flavour text and the further usage of Kerbals, would really incentivize the Player to do more frequently EVAs and learn more about science itself generally through flavour text, with some funny element in it considering Kerbals are Kerbals Anyways, apart from my feedback on how Science Points are acquired and Flavour Texts, Science Points should really get some sort of balancing because unlocking technology feels way too easy and feels really less of a reward. Maybe decrease science points on more generic tasks such as crew observations and regular planet scans or any other thing those science parts can do. Alternatively, increase the cost of the technologies in R&D. In conclusion, I would really like more flavour for generic scientific tasks and further usage of Kerbals alongside balancing on the ridiculous amounts of Science Points you'd get from 1 mission. Thanks for reading my Feedback and Suggestions if you have come this far down, I really want to hear what others think too!
  7. Having done some unmanned missions myself, I agree that the lack of celestial occlusion is noticeable and is contributing (in part; I believe there are other ways probes should be nerfed) to unmanned missions being pretty overpowered for science gathering. The ability to go to Jool and do all manner of maneuvers, even sending sub-probes into Jool itself, without ever needing to worry about being unable to transmit data back, execute a maneuver, avoid being thrown into space by Tylo, etc. is not compelling. Also feels like it's worth mentioning that comms networks in KSP2 would (should?) still be relevant into the endgame as every new solar system is going to be a blank slate with absolutely no radio infrastructure. Imagine deciding a gas giant moon is the most convenient place for a starter colony but lacking the resources and kermans to wing it by building extra colonies everywhere, you choose to probe the system first to find the absolute best places to mine. With the current system, that would mean simply slapping the longest-range antenna on each probe and being done. But with occlusion you'd have the far more interesting problem of setting up robust communications first in order to avoid an eclipse from the gas giant completely shutting down every ongoing mission...or being risky/cheap and dealing with intermittent connection as it happens. And that experience could be totally different on your next playthrough should you decide to bootstrap on a different planet/moon. Honestly sounds way more interesting than just "use big antenna". Sure, that makes it more difficult, but there are reasonable ways to mitigate that, eg: a visualization in map view that shows comms deadzones as 3D blobs or something (bonus points for allowing this visualization to not only show the deadzones right now, but also show areas that are intermittent deadzones), or other similar ideas to demistify the problem of "my probe can't talk to KSC". Instead, the feature just gets simplified to oblivion with no option to retain the more complex version. It worries me that Intercept chose to take this route in 'solving' the problem, I hope it doesn't reflect their attitude toward other game mechanics.
  8. I'm not an artist or graphic designer, but I'm sure there's tens, maybe even dozens of people out there who could craft a more creative texture than what's currently in the game Thanks for the fascinating and intellectually stimulating conversation! I'm sure you're a blast to talk to at parties!
  9. I think it's more like a part of the community thinks they don't talk enough and another part thinks they talk too much, and we take turns complaining about it!
  10. This community switches between "they talk too much" and "they don't talk enough" like an overclocked metronome.
  11. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Intel Core i5-8600K | GPU: Nvidia RTX 3070 | RAM: 64 Go So I think this is related to the following bug, but it only talk about rockets, so I'm not sure if it's the exact same bug or a very similar one: Before the bug happened I was trying to make a rover when I realized that the order you build things with structural parts plays a big role in how sturdy your rover frame is : Red dot is the root node, then construction order follow the red lines. As you can see while driving parts were either going apart or into each other. Then I decided I would make a sturdier frame, so I did this : Then as you can see in the attached video, out of 6 try : 4 resulted in immediate physic instability and violent vehicle disassembly, 1 needed a bit of help before getting attention of the mighty kraken, 1 was ignored by the kraken despite my efforts (I must conclude he is not omniscient after all). sturdy-rover-instable.mp4 sturdy-rover-instable.json
  12. Here's today's talk, no tl:dr since I don't have time to watch it right now, and it came out half an hour ago (it's nearly an hour long)
  13. Toby Li @tobyliiiiiiiiii Jan 6 Elon Musk to provide 2024 Starship Update on January 11. Confirmed on an X livestream, @elonmusk announced he will conduct a SpaceX company talk including a Starship update next Thursday. I'm hoping to hear details regarding Starship IFT-2's post-flight analysis, plans for IFT-3 & beyond, and updates on Starship HLS milestones. https://twitter.com/tobyliiiiiiiiii/status/1743529920322846812 This is supposed to be an internal speech to SpaceX employees, but in the past was released to the public. Robert Clark
  14. So we all know that regions are currently pausing certain science experiments as they change underneath the flying or orbiting crafts. There has been talk that is a bug anyway, and that the regional part will be removed, but I think it could stay as it is with the following idea. This simple suggestion would be for the regions to have their own 'buckets' within each experiment so rather than pausing the experiment it just starts filling up the next bucket. As a working example - the orbital survey experiment around Kerbin will cover the 7 regions, each of which class as a different experiment. As you orbit conducting the experiment, it starts over water, so the generated science points start to fill the 'water bucket'. We can arbitrarily assign 100 points to each bucket, so we could say that the bucket gets filled up to 58 points, and then the orbiting craft goes over the highlands. Rather than pausing, it now just starts filling the 'highlands bucket'. Again it manages to fill 15 points and then it goes over water again and starts to fill the 'water bucket' again. Eventually, after many orbits the buckets will get full and will complete the experiments for each region. In a game where time can be fast forwarded, it would be easy to just send up an orbtiing craft, speed up time and all experiments will complete. I think this defeats the object of running the science so it could be that it only collects science when in no more than 3x time warp, or whatever number the desginers choose. The bucket idea can work for other region specific experiments. As a slight tangent, I also think that the science generated by orbiting craft should be non completing. The orbital survey experiment itself would be as once a planet is surveyed, they don't tend to change significantly, but there could be a science research exepriment (there may be one, I may just not have reached that point yet) that runs continually. Again there may be issues with time warping to generate science, so the same previous suggestion could be implemented.
  15. The Communotron 16 is a direct antenna. Direct antennas will only talk to ground stations or relay antennas, they cannot talk to each other. If you're trying to make a comm network, you need to use relay antennas.
  16. I know it's too early to talk about real life cadence, but launching in February or March would put the time between two launches on par with that of the Saturn V I think. The average between Saturn V launches prior to Apollo 13 was something like every 3-4 months (I think, it's been awhile since I looked at the list of launches in detail). Meanwhile, prior to the second launch that destroyed the launchpad, the N1 took five months to launch two rockets. Not counting Shuttle, the only other SHLV to fly more than one time, Energia, had a year inbetween its two launches. SLS... even if Artemis II launches in 2025, who knows how long it will be until Artemis III? If it takes three years between two flights, how are they supposed to jump to once a year? By the way, this may be a dumb question, but will this launch license process be required once Starship is actually flying payloads? Or will things become more streamlined? The time between each test flight feels very guda guda (グダグダ), which translates as tedious or sluggish. Will people be watching the regulatory process when operational flights begin? They don't do that for F9 right now, as far as I can tell.
  17. I missed the specifics I guess. I remembered the alternate seating arraignments, just not that the exact thickness of the trim would have to be different, even for a never seen latch. There's a flush outside latch on the real doors, for example, maybe just that one exists? A friend's dad (died years ago) was a Los Alamos physicist. Had done bomb testing back in the day, he was a detector guy, working on super high speed photography at one point (like blast starting to break the bomb casing fast). He also worked on other stuff, nothing he could talk about... Anyway, after he died, my buddy was going through boxes and found explosives in a few of them (C4 I think). He used to experiment with shaped charges in the backyard, apparently. He had notebooks with his experiments kept track of. Was a different time. Back in the 80s we'd head up to visit his parents' house (and get fed!), and his dad would have work spread out on the table on the other room. A couple decades later taking a laptop with work offsite gets you prison.
  18. Just talk like any game character. Example: Me, the great abel101126, will capture and cook you! Nyeh Heh Heh! (Papyrus UNDERTALE )
  19. It's been ten years since the end of the Second Great Kerbin War. The country of Bismarck, after two attempts at world domination, have finally been subdued, and it's fascist politicians replaced with politicians focused on better international relations. However, after the war, much of the world laid in ruin from the horrible battles. Out of the ashes though rises a new age of technological innovation, and with this new innovation comes advancements in technology and science. To further these devlopments, the new Kerbin United organization has set up the KSRO, aimed at advancing Kerbalkind into the future and yada yada yada whatever. I'm sure you've heard the whole thing a million times. It's all anyone can talk about. Now, I personally believe this whole space program thing is a political stunt. It's not meant to "aid Kerbalkind in technology" or whatever. It's simply a distraction from the actual issues of the world, and a waste of time and money. We haven't even fully recovered from the war yet! Many of Kerbin;s cities still lie in ruin, the economy's whack, and our leaders are frankly incompetent. And Bismarck's politicians weren't replaced, they were lined up on walls and executed. While they had committed terrible war crimes, committing a terrible war crime back is not the way to go. At this point, it's puppet state for Victoria and Bonaparte. What are these places you ask? Well these are the countries of Kerbin. They're really the big guys of everything happening on the planet. And the living conditions in these countries are absolutely awful though. Bonaparte is a stones throw away from becoming a third-world country, and Victoria's two seconds from becoming a total surveillance state. Anyways, space program, space program... ah, yes. Where's all this technology coming from? Well, the KSRO isn't starting from scratch. Rocket technology was developed by Bismarck during the war. A horrible machine of destruction called the KV-2. Picture of said machine Granted, this was the machine that ultimately led to the downfall of the new Bismarckian conquest. Well, there were several other factors, but still. Adoofus Kerman, dictator of Bismarck and starter of the war, made this machine his passion project. And it scared the very life out of the allies... when it worked. Sure, parts of the Victorian capitol Lundun were destroyed, but this rocket had more failures than successes. Frankly it's a miracle its engineers weren't executed by Bismarck. Now, I'll tell you more about the story leading up to our first launch later. In fact, the first launch vehicle is still being built. There's a lot of story to tell, and a lot of my anger with this "new era" to be unleashed. For now, you all have a nice day. You can bet I won't have one. I have to write for this stupid agency.
  20. Unfortunately, things are still rolling on the rest of the industry too. Banner Saga Publisher Has Shut Down and Laid Off . On Xmas Eve… https://gamerant.com/versus-evil-banner-saga-publisher-shut-down-lay-offs/ Stray Souls developer Jukai Studio announces closure https://www.gamesindustry.biz/stray-souls-developer-jukai-studio-announces-closure Archiact, the veteran studio known for a host of VR titles, announced it’s laying off a portion of its staff. https://www.roadtovr.com/doom-3-vr-studio-layoffs/ And not only on gaming. Things are escalating pretty badly also on the Big Techs… https://www.axios.com/2024/01/03/tech-layoffs-google-microsoft-employees-impact-anxiety There's a light in the end of the tunnels, however (let's hope it doesn't "peeweee" on us): https://economictimes.indiatimes.com/tech/technology/it-hiring-starts-to-pick-up-after-a-lull-for-two-quarters/articleshow/105999713.cms Traditional, "boring" and less glamorous jobs appears to be the future biggest employers in the industry. I think there're some lessons to be learnt on this whole ordeal - and this includes, indirectly, who KSP¹ and KSP2 will gather traction on the modding scene in the next months (or years?). But I think is still a bit soon to talk about, I want to observe the new Zeitgeist before risking opening my big mouth.
  21. North American X-15 "Your one to talk. The most dangerous flyby you've ever done is over football game."
  22. The door was plugged. As in blanked out with a piece of sheet metal to put it bluntly. The capacity the seating was configured to did not require the exit to be in operation. Evidently, the exit thought otherwise! Look, I forgot the laughing emoji. Please understand I'm joking around with you, not trying to be some internet detective or something lol. You don't need to talk down to me. I apologize I did not explain plug vs door to you, but you clearly did not watch the video that lays out the details of the incident that is posted upthread. Its not my fault you are unaware of the details of the incident.
  23. F/A-18E Super Hornet "You're one to talk about range, since all you do is go to airshows and pull Cobras in front of a crowd."
  24. Well, in a way or another, nobody has the duty to like what you are talking - you have the right to say whatever you want, but no one have the duty to listen to you. That said, annoyed people can just walk from the conversation instead of trying to make you uncomfortable on speaking. If I understood correctly, they drove you mad by mocking you instead of just telling you "I'm not interested, let's talk about something else?". There're many interpretations for this behaviour, but one possible that came to my mind is they think you are there to entertain them, and so you should talk only what they want to listen. So it's up to you to comply or not. Since you choose not to comply, IMHO the best line of action is just say "hey, I need to go to bathroom" and walk away from the group and that's it. You may be entitled to be annoyed by their behaviour, but why bother externalising it? Sincerity is a very expensive gift not be wasted on cheap people!
  25. It is. My computer did the not alive (which wasn't surprising) and it'll be a longwhile before Im up to getting a replacement. Fortunately, as this isn't the first time this has happened, I do have the data backed up so nothing is lost. That said, I do keep thinking on it and while I have other things Im focused on, I probably will come back around to it. Particularly because now I have a pretty well developed eye for game design, and I think I could come up with some clever stuff given that. But that'd have to come after I get another computer, and that'll be a while as I have other priorities that require my money atm. Like having functional eyesight and personal transportation Fortunately, at least barring some horrible disaster coming out of nowhere, I don't suspect it'll be too long. This has been the longest I've been stable in nearly a decade, and thats saying something. Pretty well. The game is called Labyrinthian, and I've had a heck of a time working on it. Its still in a proto stage, as its a pretty big game by rpg standards, but its coming along. In terms of a game pitch, its a game about shaping your character's legend. In other games you'd find cool lore about these wild characters that did things way cooler than what you can do in the game; in Labyrinthian, you get to be those wild characters other games use as background lore. You see that dragon over there, by that mountain? You can suplex that dragon, and break the mountain with it. But it goes farther than that, as the game seeks to deliver a truly reactive, living world where, even if you and your party decide to just be fantasy Bakers (and they can, its fully supported!), the world will change and develop around them as they play. And if they do decide to get involved, then they can start forging a legacy that will persist even past their own lifetimes. Your character's great grandchildren could very well still be dealing with the fallout of your original choices. Feature wise, we got: Tactical, fast-paced combat that scales cleanly, and effortlessly, from the grit of 1v1 Duels to the dire slaying of complex boss monsters, to epic slug fests between the tens of thousands amongst the forces of Good and Evil. You will witness the reality of warfare in a world of high magic. Featuring a core system revolving around the Combat Grid, inspired by the Tactical Grid of the upcoming game Hollows and featuring a hybrid of Position and Zone play, Combat is an intricate tactics game thats easy to learn and effortlessly fun. An expansive and wide open character building system that hybridizes classic Class systems with an Elder Scrolls style Skill+Perk system. Make a character in minutes, and realize their potential in how you play. 20 Base Classes and 80 Subclasses, all of which can be mix and matched and built up in any order you choose. You want to take all the subclasses at once? Go for it, its balanced. Crafting - Inspired by Tears of the Kingdom, the game will feature an elaborate, and relatively realistic, crafting and gathering system, allowing you an unprecedented amount of expression in what your character will make of the things they find in the world. A sword is no mere combination of a couple ingots and some leather strips, but of potentially many different metals, leathers, woods, and oils, all of which will provide unique and emergent properties as you combine them. The cost of your creations is that they won't last forever, but this is a good thing; as your equipment degrades, you'll be able to repair them and add new materials to gain temporary abilities, and if you let your weapons break (or, with the right Skill, do so deliberately), you can add these new abilities permanently. Sprinkle some Springhorn into your sword as you sharpen it, and it'll gain the Boomerang property, and will fly back to your hand after being thrown at a target a few times. Reforge your broken sword with it, and you'll be able to do it forever. And all this before we even start talking about Magic! A True Exploration System - Exploring the world is the bread and butter of an adventure in Labyrinthian, and as you learn more about the world, your characters will find Inspiration in their knowledge, and will be able to leverage what they've learned not just to succeed in the challenges they find out there, but in the greater schemes of play. Seek out and discover new places to build, to gather, and to explore, or don't! Exploring is about more than just striking out into the wilderness; its about learning. Find out that big bad evil guy is weak to bananas? You're Exploring! A Systemic Living World - Building out from very simple mechanics governing the passage of Time, the gameworld will come alive as play continues, and narratives begin to emerge. Entire Cultures could rise and fall and change, and heroes and villains will come forth to inevitably face each other. Your characters Reputations will invite challengers and pleas for help, and as you affect others they'll affect you back, whether they be Rivals or Allies. Full Integration of Improv - Its an open secret that much of whats enjoyable about RPGs is just improv; we call it roleplaying, but there's a whole lot more we can do than just pretend to be elves. Improvisation is useful and supported in nearly every sector of the game, from Combat to Exploration to Questing. Easy Set Up - The game only needs a World map and the Combat Grid, and new characters can be drawn up in minutes. World Keepers, the Game Masters, will need a bit more, but the game has your back, with innovative tools to get you in the game. The Quantum Statblocks and Quantum Quest Blocks will help you improvise enemies and entire questlines all on the fly, and the gameworld is designed to be easily managed with nothing more than a Calendar and a handful of Region Sheets. Easy Integration with all Playstyles - Don't want to just play with an abstract grid and some tokens? The game's got you; you can build as elaborate a set up as you want and the Combat Grid is easily applied to it. Don't want to engage with this elaborate living world? Thats fine too; the game will only break if you stop playing it. Want to play without a World Keeper? Co-op is easy. Want to just play by yourself? Go solo! ===== But anyway, yeah lol. I'm under no delusion that I'll perfectly nail all of this, but so far I've nailed a hell of a lot of it, and when its ready to be playtested publically, I'm confident I'll be able to refine it to a fine sheen, so to speak. I also didn't even elaborate on everything that's going into the game, but I'm always happy to talk about my ideas if anyones curious.
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