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  2. Brisbane Capital of Queensland, Australia
  3. You can price an AAA release at $300, your sales will be very near 0, thus the obvious conclusion that AAA games are not $300, the seller wants that, it's not gonna get it, just like PD is not getting $50 for KSP2 in its current state from a lot of people. For the record, in my region they priced it at $3.
  4. "Making electric cars is very hard. We are reverting back to spaceflight."
  5. does this dog count? or is it noodle horse?
  6. "If a dozen of people in Squad built a game from scratch to 1.0 in 4 years, we can do twice that if we double the team"
  7. You're right about that. The usual cause is you're on opengl, and the usual cause of that is you're on mac or linux. If that's the case,you can work around this bug, and a lot of other bugs in other graphics mods, by using the windows version of the game through steam proton or wine/dxvk. If you're on windows and this is happening to you, you should check your steam launch options or whatever method you use to launch the game to make sure it's not specifying the opengl backend. It used to be popular to do that to lower ram usage, so if you've been around for a while you might have done it and then forgot.
  8. 3 years of development for making the whole thing with what? ~20 people? Yeah, I don’t know which management was this but they were definitely delusional. They quickly realized how much more complex a ksp game was compared to your average shooter game.
  9. The famous cyclopic stone wall of Machu Picchu after "thousand years" and one heavy rain. https://whc.unesco.org/en/news/580 And thousands of other photos and videos of the "ancient" temples and statues, cracked or being destroyed by IS in Mesopotamia. Casted concrete as "stones", steel or cast iron rebar (from the Bronze Age, yeah) inside the "stones", huge monoliths hanging in air definitely without any support (except an invisible rebar), iron rebar and disks inside the "Ancient Egyptian" and "Ancient Greek" columns, booted junk inside the "stones", pictures and paintings of XVI...XIX great artists who definitely hadn't seen real "Ancient Egyptian" pyramids, temples, and paintings. Old pictures of giant Stonehenge in wild mountains, while the real one is small, situates on a bare meadowland, and was an artillery range in mid-XX. Myriads of "ancient" photo-realistic statues, being found one-by-one in a kitchen-garden. All significant temples, castles, cathedrals, intensively rebuilt since XVI, and especially in XIX. Cologne Cathedral of XII... Wait... Being a semi-built something without towers on the early XIX photos, built in late XIX. The Sphinx, depictied as a head on a standalone block by the XIX artists, a set of four standalone blocks of stones and construction junk on the late XIX photo, and becoming a lion "made of monolith rock", with added limbs and tail, with the rear part reinforced with bricks. Many, many other "ancient ruins" of the "antique civilisations". Pompeii and Herculanum, officially (even on the silver memorial table) buried by Vesuvius eruption in 1631, and unburied several decades later as an ancient Roman town, described by Tacitus. Wait, but how we do know about the Tacitus itself? A miracle! Nobody else, by famous Petrarca had occasionally found his manuscripts in the derelict monastery. What a coincidence. What a pity, the manuscript itself and Petrarca's translation are lost, only printed version exists. Where do we know about Sparta and its weird sadistic (but actually true stupid and unreaslistic for long time) macho rituals? From Pausanias. And where do we know from about Pausanias? From the XV printed version of (guess, what? yes, lost) his manuscript. A strange fact, it was the epoch of "utopic socialism" fantasies of all kinds, and Sparta looks exactly like another one of them, just with strong homosadistic background. Usually they just blow somebody with powder, or something like that, and divide the ideal city populations in stratas of "damoiselles", "mesdamoiselles", "damoisels", and so on. Probably written for the local Blue Oyster club, or so, but popularized for the sake of military inspiration. Easter Island with its statues, never painted correctly until early XX, and mentioned as "I wished so much to see them, but had seen nothing" by Miklouho-Maclay, the famous daredevil scientist and traveller. Famous Otto von Guericke (XVII), and his experiments with primitive electrostatic generators and primitive vacuum pumps. Coincidentally same as Thales of Miletus and Hero of Alexandria. What a pity, we don't know the century of their lives (from V BC to III AD, iirc). Did they even exist? Triremes made of thin planks (when they even didn't have steel saws, thin and flexible, with teeth looking aside), no one of which was ever found. Wait... One was. In Italy. But lost in fire under bombs, what a pity. *** Everything before XV looks like a belles-lettres, and theatric scenery. Probably is. The super-duper cyclopic stones recipe: gather expendable humans (peasants and prisoners), make them carry baskets. You need: lime (made of limestone, easily crashable even without tools, with another piece of limestone, if the labour force is not what you care about; if no limestone, just burn the bones of eaten cattle) milled beautiful stone (granite, sandstone, marble, whatever else, you want to make the result look like); sand; water; organic component (any glue from boiled butchery junk, fish, etc; dead labourers are also good enough; for artifical marble they use cheese); Mix, then put an empty bag made of straw to the wall (it will decay after several years without traces), and start filling it with layers of the wet concrete, letting it harden. To make its front and side faces flat use bended metal (copper, lead, aluminium) sheets. Don't forget to pull them out, otherwise you get those aluminium sheets between the ancient egyptian stones. If you want a curvy hole through the stone monolith, put a rope soekd with gypsum, let them get solid, they pull the rope away. Bingo, you have a stone with a hole made by magic worm, exactly like King Solomon did it. The same with sword-in-stone or ironhook-in-stone.- Or pour it into a clay form, made from wax model of the human model. (Why, do you think, the antique statues are always shaved and have small man parts? The wax melting point is 60 C hot, then you have to cool down to let the wax get solid, and finally, if you haven't shaved, a sudden depilation happens. The models were hardly able to see the sculptor without panic.) *** Now imagine that you are, say, Rodrigo Borgia aka Pope Alexander VI. (Taken just as an example, being known for his soft humour and kind jokes, often lethal for the opponents.) The museum overseer has brought a wooden-microlith German sword (can't find the photo, looks exactly like the "Ancient Greek xyphos"). You have two cubic metres of bronze, i.e. ~16 t. "What else ancient to make? Another big bronze statue? Too trivial. A fountain? Too much water is needed. Stop, an idea." You call the head artist and give him the wooden-stone sword and the bronze. "It's autumn now. I want 10 000 of them in bronze by the spring. And use your imagination, let them be different and old". Now you are the artist. You go to the museum, take several strange-looking tools, like khopesh and so on. A sword weights 1.5 kg. You need 10 000 of them You make a clay form for several swords, and all winter long the workshop is melting bronze and casting swords. Boys are breaking and scratching the, put into vinegar, to make them old. By the winter the 10 000 swords sre ready. Now you're again Borgia. You call 10 archbishops and tell them: "Dear comrades, the Party wants you to distribute 1 000 swords everyone". Every archbishop returns to his residence and calls 10 bishops. "Comrades, the Party wants you to take a hundred of swords and distribute in your region." Every bishop calls 10 abbots and orders them to take and bury ten swords. Every abbot call several priests, gives to each a bronze sword and says "Hide it somewhere". Then he calls the obedientiary, gives him other swords and tells the same. The obedientiary hides one between wine barrels, buries another one under a tree, goes to the inn and sells the rest to the locally known thief, who sells them to the people who pay for them. Next year the whole Europe is full of ancient xyphoses and khopeshes, in amounts, about which the Agamemnon and Tutankhamen could only dream, because where should they take 15 t of good bronze...
  10. And this is a card in High Frontier 4 All. It's the "Nuclear Drill" Robonaut. Pretty good card.
  11. No that’s a fact, AAA games are not $50. I don’t care that millions are buying indies, or during sales, that doesn’t mean AAA are not priced at best at $60 and at worst at god know how much.
  12. When was the first folding umbrella? In the museum of Anatolian History in Ankhara, there are the wooden remains of a folding umbrella/parasol found in Phrygian grave goods dating to the 7th century BC. Can anyone do one earlier?
  13. Small update: I've been taking a bit of a break in-between KSP playtesting sessions installing a bunch of mods, getting crashes to desktop, uninstalling said mods until the game could load again, and watching YouTube videos in the meantime, but I think I've figured out what was causing these kinds of errors to keep popping up within my .log files: [WRN 04:37:28.696] PartLoader Warning: Variable SSS_Tier not found in Part As it turns out, it stems from the Skyhawk Science System mod, and I suspect that it's due to a lack of a failsafe within ScienceTiers.cfg. To remedy this, I've opted to add such a failsafe of my own: @PART[*]:FIRST[zzzSkyhawkScienceSystem] { %SSS_Tier = 0 } Afterwards, I've opted to replace any instances of this below the failsafe: %SSS_Tier with this: @SSS_Tier so that SSS_Tier values could be overridden as needed. I hope to do more testing later on to see if these changes would work as intended.
  14. Uhh... when did you start counting for that? About a year before EA came out?
  15. For all intents and purposes in my mind the game has only been getting properly developed for 2 years. So take that how you will regarding timelines.
  16. Can whoever has that spreadsheet of time since previous updates add it to this thread?
  17. Today
  18. And at what point should we start to expect some kind of speed then? Remember that this game was beyond delayed multiple times for YEARS. And now, in the span of 14 months - and in the face of being told "we are working on it!" - we have seen a handful of patches, grid-fins, and 1 content update. If they were going any slower, they'd be moving in reverse. How much leeway are we expected to give them after the endless promises of "it's almost ready" and "you are gonna love when we release [insert update here]"? I agree that quality should be provided over quantity. I also agree that you can't just go fast-fast-fast because people want you to. But at some point they need to move with haste.
  19. Yeah, I'm still having the same issue in 0.2.1.0. The worst thing is that when I ask people on discord THEY DON'T HAVE ANY PROBLEM! I have no idea why!
  20. Complaint I always wanted to play in KSP in the real solar system. I want to see the same Moon in the game that I see in my sky. I don't want to go to Dune -- I want to go to Mars. Tell me, is it possible to make it so that the KSP has a real solar system and it is possible to fly in it? It turned out that yes, it can be done. We just can't fly. For this, you will need an entire system of interconnected modifications that will complicate the game so much that you won't want to play anymore. Idea But why complicate things? Especially so much. Can't something be done so that everything is as simple as in stock, only with a real planetary system? Can't we make it so that even beginners players who are just starting to learn mods can leave Kerbol's system for our real solar system, with its real planets, speeds, and distances? Over several years of playing in KSP, I didn't find a ready solution, so I had to do everything myself. Thanks to the community for their help and the existing mods that can be used to solve various problems. First and foremost this is, of course, Module Manager, which provides everything needed. My RSS Adapter has no software code. It is a system of patches for Module Manager that changes the properties of fuel and engine parameters. Engines Practically all engines in the stock game and DLC have prototypes in real astronautics. And as it turned out, the parameters of their prototypes are quite suitable for playing in RSS. Nothing needs to be invented. I passed the career without external sets of engines and saw that this was enough. In essence, for playing in the real solar system, you only need some very powerful engines to overcome the gravity of real Earth, and the rest of the variety does not matter. However, it is impossible to pass by Real Engines Pack. The old mod gained a new life thanks to my Module Manager patches. Now its engines have the characteristics of real engines and realistic exhaust based on Waterfoll. It was also impossible to ignore Tantares - its engines are also brought into line with the real ones, although not all, but only those that are critical for reaching Earth orbit. Fuel But how is the amount of fuel in the tanks resolved? It turned out to be very simple - there is such a parameter as fuel density in the game. And if you change it, then you won't have to patch each tank from each mod. There will simply be as much fuel in each tank as before, but its density will increase, which is equivalent to increasing its quantity. Thus, I managed to select such a density at which the game copy of the Soyuz rocket will be proportional to the real rocket and will put approximately the same load onto orbit. Dependencies I could not resist adding to the game those types of fuel that are used in real space exploration. Since assigning real characteristics to engines, one cannot refuse the fuel they used. However, this was done long ago, and I merely agreed that I would depend on Cryo Tanks. However, I had to add "hydrazine" because many engines operate on it. This proved to be very useful for RCS, since they also mainly work on this fuel pair, and now they can use main fuel without having separate tanks for monopropellant. I made an RCS switch for two types of fuel: Az50+NTO or monopropellant. The same switch I made for monopropellant tanks. Since the fuel density is greatly increased, rockets have become significantly heavier. For example, the same replica of the Soyuz rocket weighs about the same as the real rocket. Therefore, for passing the career, it was necessary to slightly increase the carrying capacity of the launch pad of the first and second level. This is done using a patch for the Custom Barn Kit mod. Now you know what will happen if you do not install this mod. Installation Real Solar System RSS Adapter As a result, we have the following list of mods required to work RSS Adapter: Cryo Tanks Custom Barn Kit Do not forget to install Cryo Tank's dependancies: Community Resource Pack B9 Part Switch Module Manager Support Tantares - its engines will have real-life characteristics. Internal RCS has a switch between Az50+NTO and Monopropellant. Mandatory RCS will unlock all SAS nodes for you from the start, add an unmanned module to each cabin, and move RCS further left in the tech tree. Real Engines Pack has a reasonable distribution in the tech tree, real characteristics and Waterfoll. It is recommended to install the Textures Unlimited mod, which automatically fixes the appearance of some engines from this pack. Bluedog Design Bureau -- does not have any obvious conflicts, but causes some non-critical errors. Its support will be gradually implemented. Conflicts Real Fuel cannot be compatible with RSS Adapter, since it changes the same thing: fuel and engines.
  21. I personally feel like FS was mediocre at best. That is the problem with subjective interpretation. I would like to build some to support my stance. The overwhelming success attributed to FS on steam used the 79% recent review rating as the benchmark. That was 79% of 343 Reviews. A woefully small sample from the total 17k Currently that sits at 71% of 265 People had a chance to change reviews with For Science and increase the overall metrics to support an idea of success. From my personal perspective the biggest failure of ForScience was not adopting a more robust contract mechanic that offers a sustained replay gameloop mechanic. Exploration was *asvertised* as the culmination of Science & Career yet failed to capture ANY aspect of career. The sheer amount of bug present at launch essentially guarantees a problematic approach to content addition. I found my particular flavor of enjoyment by embracing the mission mechanic & so far there is zero evidence that they plan to support anything like KSP1 missions. I am not enthusiastic about *additional* missions. I want a program where I can "choose" a mission or "reject". I want to be able to earn enough plane parts to fly around Kerbin without having to blast by Jool for the points. I understand inam not the community. But it is also in the same vein to say something was a great sign of success when it barely would shift the overall totals by less than 5%.
  22. Cobalt made those so you would need to hear from him but I can say that its unlikely unless there's some space on the sheet as you need to map a different UV island near the end of the tank due to the baked ambient occlusion (assuming there was motivation to do this to begin with it can be hard to work up the energy to work on files long since completed haha). Its a somewhat tedious thing anyway which is why the Atlas tanks only have this on one end.
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