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  2. ducted fans are well tuned systems which can be well optimized. but that optimization usually comes at the cost of a vary narrow operational envelope. laminar flow wings have a similar problem. fan design in general is a deceptively complex problem.
  3. they react to any kind of food packaging that cat food/treats/nip are packed in. bags, cans, pull taps, those little zipper pouches. sometimes i open a bag of chips and then the cats guilt trip me for not giving them any treats. i usually either give in and get them some treats or, if i dont have any, hide from them because i dont want to see their sad eyes while i eat my chips.
  4. my mom desperately wants to move, but that's a lot of expense and effort and i will have to throw away a third of my stuff to stand a chance of affording the logistics. its mostly junk really, parts for projects im either working on or i thought it might be useful somewhere down the line. moving would be hard on everyone, mom the cats. another small town just getting furniture will be a nightmare going without a chair for a week while amazon drags its knuckles is not my idea of fun, and mom cant even get off the floor without a call to the fire department. and i would have to deal with moving all our possessions without funds, vehicles, or the ability to make friends with strangers. when i ask why its always something like "the people here hate me" but i dont see it. they paid for two of her mobility scooters, they always ask how she is doing. maybe if she left the house more she would interact with them more. her own sour and entitled behavior probably is part of why no one comes to visit. moving isnt going to change that. wherever you go there you are. it goes beyond simple wanderlust. i figure the woman 2 doors down is the other side of that. running from something inescapable to something ambiguous and undefined. and my mom's own behavior is similar. we moved so many times growing up i never developed relationships. all because of some mental pathology that makes one run away from everything they know. someone ought to write a paper on this.
  5. And, all of this loops us round to the actual question... What happened to increased communication? It's obvious that passion on both sides ( consumer & developer) has faded to a great degree, the forums are just reciprocal arguments about things being said since day 1... Discord is barely KSP2 related anymore and is just general space chat, kapybaras or the same looking craft, over and over again. For Science obviously hasn't lit the fires for the masses, if it did then it certainly hasn't shown any kind of longevity or purpose at this stage. Then we had colonies hailed as the thing that will bring the game into real focus, though, with the caveat of resources being the actual key to it all so not to expect anything until that drops... Which comes after interstellar. At the current update cadence we find ourselves with, I'm honestly not seeing how we get to it seeing as it is barely running (in my opinion, of course) with what we have available now. I'm not sure what news to expect on Friday but I honestly don't think it's going to be directly game related, with the amount of time between actual news and the recent layoff speculation, I think there will be news in relation to that and further reduction in the development cycle. I'm of the opinion that they had the heads up a few months back and thats when the studio went on their break and came back to weeks of 'sprint planning' with a great plan to engage the community (according to dakotas list of work they had been doing) that they, once again, failed to follow through on... Then it was a "tidying up the calendar" issue... It just reeks of a deeper issue going on behind the scenes. We will find out tomorrow regardless... Again, I hope I am wrong and that real work amd improvement have been made beind the scenes that we will all be genuinely pleased by and will propel the game forward... Past track record would disagree with this though imo.
  6. I think he meant aesthetics. You can have monospaced fonts that are crisp and readable. I like the new "feel", but it's useless until it gets the crispness...
  7. Don't worry, there's most likely plenty of time!
  8. Gotta agree to disagree then, that was a painful read. Whilst you're free to like what you like, I fail to agree on any of the things you like, and some other things are plainly not a matter of personal opinion, like not being able to read the fonts on the UI, or loading times, or "potential" and so on. For loading times, on a new and clean game, the loading speed difference between KSP1 and 2 is minimal. Sure, the initial load is faster, but at the end of the day, a game made 10 years ago loads a whole *checks notes* 15 seconds slower from startup to flight. And that's with KSP2 still being in its incomplete infancy. Potential does not define a foundation. Foundation is a word reserved for how well the codebase and the game systems are put together. If "what I believe this game can be" was a metric, then every game in development has infinite potential and thus the strongest foundation. That's just not how it works. In reality KSP2 has the same engine as the prequel, the same middleware for some features, but a much heavier save system, and also a much heavier inactive-vessel simulation. KSP2 will be thwarted by that in the future. It also still builds and saves vessels as a tree, it still calculates fuel flow mostly the same way (something something "inspiration" from the code of the previous game), it still handles the atmosphere like the previous game, but thanks to that passive simulation and bad saving system, vessels popping into range still kill your game, orbits change randomly, and the game grinds to a halt with vessels and partcounts much faster than the prequel, to the point systems (like heating) have to be "streamlined", and part-counts have to be hammered down with new, revolutionary "all in one" science modules, station modules, and in the future colony modules too... or having the logistics layer be abstracted to numbers instead of seeing your vessels come and go. Right now, saves are just a couple vessels for 99% of players, let alone making any vessel in the hundreds of parts for maybe the last couple missions, and most people play serially too (fully complete one mission before launching the next). So really, KSP2s limits haven't yet applied to most people and thus it's no wonder they really think the game is better off. When colonies and interstellar arrive, along with more resources to keep track of... it's gonna be a mess, yet devs refuse to address it and have let the bug report sit unattended, and only mentioned the problem once in the K.E.R.B. and that's... the opposite of potential. So yeah, you might slowly start to realize why people who talk highly of the foundation, potential, and what not don't seem completely grounded in reality to me, and why the lack of proper technical talk in devblogs is worrying. I don't care at all for how they failed to replicate eclipses, or how they had to tesselate a line to draw a circle, I care to know why we're still stuck on something as primitive as tree based vessels, and how they plan to deal with high part counts, or even something as basic as what their target is.
  9. 0,6M I presume is 0,6 Mach, but I'd expect m/s to be the expected unit, which gives us 24,75, so we're at least in the ballpark. Also, he just might have borked the math.
  10. You'll have to forgive me, 3 years ago, context? Take a ride in Dante's Bealeferno.
  11. B13 went to the Massey site for cryo testing.
  12. I was using "pre-state" to mean tribal or other smaller groupings of humans. The specific label doesn't matter. This is a term Pinker has used. Bottom line is I'm talking smaller units (largely kin based) where I think different rules apply. Regardless, peoples here were stone age. For the science fiction novel, interesting to explore I would have to assume that there's some sort of social contract where you have to at least try to do something useful, at which point disease/accident is a hardship the society copes with. I'm thinking more like people who have never contributed anything useful to society. I can drive through parts of ABQ in the middle of the day and see many such people. For trained, but useless people... politicians fit the bill .
  13. Then you and I will have to agree to disagree. The core gameplay loop is the primary focus for what I look for in a game. If that's broken, then no amount of polished visuals or music will make up for that. It doesn't matter how pretty the game is; if I find it unplayable or, in the case of KSP2, broken and difficult to play, then I won't play it. The gameplay loop has to come first; everything else is window dressing.
  14. Today
  15. Because you were right. Gameplay isn't one of the main things I look for in a game. It is certainly appreciated but I'm odd and prefer things like visuals and atmosphere and performance over gameplay. Games like Outer Wilds are not the most fun to control and move around, but the fun visuals and the story make it my all time favorite game (and a game you should play too ). I'm also hopeful for the gameplay loop in the future so it's not a huge concern for me right now. For some reason, I also haven't encountered bugs recently (I genuinely don't know why they haven't been triggered) but I can see how the loop would be extremely frustrating with all the bugs I've seen been reported and have experienced at some point (which I haven't seen in my game for some reason :/) I also don't know anyone but Matt Lowne who has said that. So saying "YoutuberS" seems a bit broad. Overall, I just enjoy the less polished version with more of the things I look for in a game, which doesn't really include gameplay. I enjoy even the most simple gameplay loops as long as it leads to something.
  16. Yeah, I'm gonna agree with Aziz here. There's way too much diversity of opinion for us Day-One-ers for anyone to claim to speak for all of us.
  17. I've owned Subnautica for years, and hardly done anything more than mess around and get to initial base building. In the past few weeks, Francis John did a blind playthrough on Youtube which I highly recommend. It inspired me to give it an honest shot again and Im 22 hrs in. It's really an unreal experience and the immersion is done so well. Once I got to the point that I realized its kind of difficult to die, exploration really opens up and its a blast. Underwater base building is great as well. Definitely a looter, but I feel like there is so much there in terms of story, environment, etc...for me thats what sets something like this apart from a game like PlanetCrafter, which I've put about 24 hrs in EA, but felt it was so grindy with little really outside of a constant progression grind. Anyone have any recommendations for an underwater survival game like Subnautica? I feel like Subnautica, Stationeers, and The Long Dark are 3 games that just really scratch survival itches for me.
  18. Yeah, me too Same thing with @Admiral Fluffy
  19. While I agree with you about the graphics and music, I just cannot wrap my mind around the quoted text. The 4 things you mentioned have nothing to do with the actual gameplay loop, which means you aren't in this for the actual gameplay? Is that an accurate assessment? The visuals are good. The music is awesome. But the gameplay loop is sorely lacking. I shouldn't have to rehash the bugs that make the game difficult to play, and performance still isn't optimal. Even the YouTubers are starting to get away from the sequel as it becomes a chore to play. The original has its own problems, sure. But it is far more polished than the sequel. I guess I'm just curious as to why you didn't list gameplay as one of the things KSP2 has and does better.
  20. Area is the area of the ducted fan in m^2. who is pi*r^2 =0,0177 m^2 with an 15 cm fan but plugging that into the formula gives 0,000389 tip speed should be 0.6^2 who give an even lower value 0,000234 so something is wrong here
  21. That's some good stuff! We're going from wiki to wikity-wack with this one boys.
  22. Rovers is what bothers me the most. I enjoyed cruising across the alien landscapes. Currently impossible. Rover leaps into air and does figure 8's .. and continues without any control inputs. The advanced tweakables for many parts I KSP1 allowed us to tune what's "under the hood". Even a tiny RC car can overcome the obstacles my rover struggles with. Torque increase should decrease over all RPM of the drive. I'm not asking to have a bunch of sliders tp adjust gearing ratios across the transmission But You should ABSOLUTELY be able to design a rock crawler if you so choose.
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