QPDO
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KSP2 Release Notes
Everything posted by QPDO
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I guess the KSP Pre Launch Checklist should include saving the game to PS Plus or USB.
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You mean not talking about the actual problem is the best way then? I somehow feel treated like I'm too stupid to understand the intrinsic difficulties of releasing a console port. But somehow it's just an Ubisoft-style mushroom treatment right now.
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Which did not stop SQUAD from announcing the PS4 release like it would be coming out in Europe on the same date like in the US.
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Have fun While KSP for PS4 would have been a day one buy for me, I will have a look at how well it performs until the EU release.
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Then you might be lucky and just have to wait till the store updates.
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Thank you very much for hyping the date. Teasing it and then on RELEASE DATE you let Mr. Gomez put down this huge turd on the head of european PS4 gamers (who are generally not interested at all in simulation games): UPDATE 4.30PM BST: Kerbal Space Program will not be released on PS4 in Europe this week - only in the US. That's what Nestor Gomez, producer, told me this afternoon. "KSP will not be available this week in Europe," he said. "We still don't have a date we can confirm but we are doing everything in our hands to have it ready as soon as possible." The good news, however, is that we have an Xbox One release date for both America and Europe and it's this Friday, 15th July. Out of the blue right into the face. Thank you very much! Oh and please don't tell us the reason! We are so obnoxious to anything beyond CoD and FIFA here, we don't even care. PS: The funny thing is that even the german PSN Blog announced the game! KasperVld confirmed it on Twitter as well! Oh and dumps it two hours later! So I guess its:
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Maybe its not up for you as well ... Eurogamer just crashed my hype rocket with this: UPDATE 4.30PM BST: Kerbal Space Program will not be released on PS4 in Europe this week - only in the US. That's what Nestor Gomez, producer, told me this afternoon. "KSP will not be available this week in Europe," he said. "We still don't have a date we can confirm but we are doing everything in our hands to have it ready as soon as possible." The good news, however, is that we have an Xbox One release date for both America and Europe and it's this Friday, 15th July. Check it out yourself ...
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Suggestion and Request: With a lot of new players entering the fray I'd like to suggest a seperate forum for at least PS4 Technical Support, PS4 Gameplay Discussion and PS4 Suggestions. It's already hard enough to follow the discussion with people between vanilla and RSS+TCC+ABFS+KKLT+KAS+TAC. Imagine the turmoil when every second poster and his dad suggests using a mod that cant be used as the original poster plays on console or vice versa.
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Whoever states that console gamers are less patient has never player GTA Online on a PS3. Even on the PS4 it takes 30-60seconds to load between EVERY event, server change, session change, every new mission, race or thumbwrestling game. EDIT: On topic I'd like to assure you that the console version might give KSP a bigger boost than expected. Being on the Store there does mean that a lot of people, who are not in Steam, will get a glimpse on the game. There are also quite effective community features and streaming options on the next gen consoles. I am sure that those will be very helpful for people trying to go orbital, dock or go interplanetary. On behalf of how the game will work out in vanilla on consoles, I tried a vanilla game the last months. It is possible to play. I do agree though that beginners might need a little more help. Yet I also played NBK 2k16. This game comes close to KSP in basketball terms as it drops you right into the shark pond without any tutorial or explanation or feedback why your play never works. I guess console players will wiggle through this on KSP as well.
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I guess he asks for a system where you can flag a part obsolete or invisible. You would need a yes/no data field on every part file, a filter function by this flag and there you go.
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How long do bugs generally go unfixed for?
QPDO replied to KocLobster's topic in KSP1 Suggestions & Development Discussion
So all you (programmers) are saying is that your work is complicated. Assuming from the coding I do, I totally agree that making a game is absolutely complicated. Yet I read of bugs being known and simply ignored. Not because they are not solveable but because somebody designed something that should work, but doesn´t work the way it should and its a waste of time (in their opinion) to solve it. Excuse me, if I look at my job, where people might be in danger if I make a mistake or overlook a connection between machines, substances and peoples interaction, I have to recheck it and solve the problem. Not due to some code of honor but the simple fact that our customers pay for it. Getting a product that works is part of that deal. But with Bugs on a "Nobody cares" list this does not sound like a good deal to me at all. But maybe its different with your customers. -
Be able to mark a position on a planet/moon
QPDO replied to zolotiyeruki's topic in KSP1 Suggestions & Development Discussion
Okay not all of them should be in stock, but certain functions are actually part of a flexible User Interface. An Interface that allows flight planning and some HUD functions like Waypoints or even Trajectories. -
How long do bugs generally go unfixed for?
QPDO replied to KocLobster's topic in KSP1 Suggestions & Development Discussion
Guys ... I don't know if you notice, but stating this shows that you have no idea what you are doing in your job. Maybe you should feel lucky that you are living today as I think of a sword smith that forged faulty weapons with that attitude until the relatives of the (dead) customer appear and fed him some glowing embers. He might say it was due to bad iron he got delived... or somebody distracted him while he heated the metal, but in the end its his fault he made a sword that broke. A fault he knew or at least could have known if he cared. Guess thats the difference between a craftsman and a guy that just does his job. -
Be able to mark a position on a planet/moon
QPDO replied to zolotiyeruki's topic in KSP1 Suggestions & Development Discussion
Well thats why waypoint manager and ScanSat are mods that should be stock. -
Universal Storage Guys! If you need it install it It also has Elektrons
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Hail to the Devs then! Praise the priests of the 0.1s and their fellowship. Stones on those that ask for two simple (as stated) numbers for the console version that wont be modable for the foreseeable future.
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Sneak peek at Xbox One version!
QPDO replied to DuoDex's topic in KSP1 Suggestions & Development Discussion
We need BIGGER Kerbal portraits! And please remove all numbers from the game and replace them with bars or no info at all! -
Well I guess the topic should at least be brought to attention Concerning the info on a tv screen I´d say that a window with appropriate font size that appears on a special button or L3/R3 should do. Could be equivalent to the solution to the contracts screen or resource readout. Could even be a numeral addon to the engineering info in the VAB actually. Or a bar that shows TWR and dV as Current/Max and Min in the current SOI on the fly. Maybe a quarter circle on the other side of the navball (opposite to the maneuver dV) with a counter that shows the complete dV left and little white markers on the bars for the stages left in it. One could even replace the fuel bars of the staging ui with numerals that show the dV of each segment for the current situation.
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Kerbin Sea Level of course. Hardcode Vanilla wont have EL or something and you can estimate acceleration in space on a 0. TWR at sea level for the upper stages in vac. Asking about fun .. how much fun is losing all your cash due to not being able to revert and just not having enough dV to complete the mission? Requiring you to grind the money again as you can´t send up a refuel ship lacking KIS/KAS or docking ports in early games. Rinse and Repeat might be fun in the Kerbin SOI, but on interplanetary a dV prediction will definietly stop creating frustration. Even if you have to build a Computing Station and man it with Scientists or reach Tier 3 in the Tracking station. Sorry, I´m always talking about forced stock on consoles. Hardcoded Vanilla.
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Should I hold my breath, my dinner or my real estate investment until it is coming ? Soon(tm) I guess ...
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Could be the day a game bad person was born that forces people to play the way he likes it. We just need something in stock (maybe even optional or in the tech tree) that has been developed and coded for the game three times already. (KER, MJ and KerbalEDU.) But maybe all the super smart rocket scientist should prepare a wiki for those that would like to play the game the way they like but are even forced to calculate dV and TWR. A Wiki explaining that you need to add up the thrust of all thrusters of one stage (kN) multiply it with the mass (t) add some soja sauce and bla bla bla ... Anyone sees the problem in that ? It involves unit conversion and basic physics just for the TWR. Maybe.. and just maybe (potential undetected nerdiocratism aside)... some people would like to build rockets instead and just check if a number is between 1 and 2 and see that they reach Mun when they have a dV of 6000 on their rocket.
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Actually its not a mod but mere download content. A mod accesses / adds to / alters existing program structures to modify it. Hence it is called MOD. Certain DLCs like Hearthfire for Skyrim could actually be called mods. Yet I dont know of any third party PS4 or PS3 mods which would almost all KSP Mods for PC be.
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HEX Core and the antennas are definitely KSP. Well spotted We all know and xkcd drew it already:
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Of course it is possible to calculate it on your own. You can also code an app for your rooted cell phone, load the apk to your cell and run it in developers mode. But why exactly does the maneuver node show the maneuver dV then ? Its inconsistent game design. As you said... its not actual rocket science. So where is the point to force players to do it the complicated way? Esspecially if it comes to a console version that will be hardcoded vanilla.
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Ship landed on boat. BOOM!
QPDO replied to Talavar's topic in KSP1 Technical Support (PC, unmodded installs)
You could try to increase the physics per frame. Just a guess. How did you get the piggy ship on the boat? Have you tried the same thing on solid ground?