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KSP2 Release Notes
Everything posted by klgraham1013
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KSP II? KSP Remastered?
klgraham1013 replied to Klapaucius's topic in KSP1 Suggestions & Development Discussion
I'd wager KSP's acquisition (Not Squad) by Take Two pretty much guarantees a KSP sequel. It may even currently be in development by another team. Surely Take Two wouldn't have made the acquisition just for the long tail of KSP1. No matter how some might disagree with whether it needs to happen or not, this is a part of the industry. Successful games get sequels. The current code base must be a mess at this point. For KSP2, the development team actually has an idea of the sort of game they're going to make, and what parts need to be in place from the beginning. They could even have things known as development road maps and art bibles. Something Squad claims to have, yet certain evidence can point to the contrary. -
Probably every time a new update comes out, and Not A Bug isn't fixed and destroys my things. Not A Bug #18017: Established 03/13/2018
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[KSP 1.12.x] Parking Brake (0.4.4) - 2021-07-23
klgraham1013 replied to maja's topic in KSP1 Mod Releases
I love it when the community fixes the game. No better fans out there. -
Suggestion: "Parked" mode
klgraham1013 replied to a topic in KSP1 Suggestions & Development Discussion
You are a hero. -
Suggestion: "Parked" mode
klgraham1013 replied to a topic in KSP1 Suggestions & Development Discussion
The more I read this thread, the more I wish @SQUAD read these threads. -
Suggestion: "Parked" mode
klgraham1013 replied to a topic in KSP1 Suggestions & Development Discussion
If it could be done, this is a good idea. I wonder if there could also be a break limit, where in if a certain amount of force is presented on the craft, park would disengage, reapplying physics. This would allow for the possibility of a runaway rover still causing damage if it crashed into a parked craft. -
Does personality affect the kerbal?
klgraham1013 replied to Kroslev Kerman's topic in KSP1 Discussion
It's a relic from the past that never got utilized. I honestly think they could be hidden and not take anything away from the stock game. It would also eliminate unnecessary confusion for new players, which is probably the biggest problem in having them visible. -
Kerbal Space Program Update 1.5 Grand Discussion thread
klgraham1013 replied to UomoCapra's topic in KSP1 Discussion
This comment is just depressing. Okay. Fine. Let's do this then. Let's ignore realism. Tell me how your lander bouncing 5 times makes the game more fun and enjoyable. I'd argue, if Squad were actually going for a more "game-y" experience, they'd make sure landings were easy, fun, and didn't really require suspension settings. At least on the users end. ...but here we are.- 388 replies
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- kerbal space program
- update 1.5
- (and 3 more)
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Kerbal Space Program Update 1.5 Grand Discussion thread
klgraham1013 replied to UomoCapra's topic in KSP1 Discussion
Not just a feeling.- 388 replies
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- kerbal space program
- update 1.5
- (and 3 more)
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Colliders are a bit bugged with this update?
klgraham1013 replied to KerikBalm's topic in KSP1 Discussion
I'll try not to derail the thread to much here. My main goal was to replace Squad's visuals and do a much needed, but likely never to happen cost balance pass. The scope of what I intended has grown somewhat. What I'm doing couldn't really be a mod, as I'm completely deleting Squad parts and replacing them with mod alternatives. For instance, adding Ven's parts without module manager. Basically doing what MM would do to the config, and then removing Squads models and textures. I'm also removing redundant parts and parts with no real place in the whole. I am then adding mod parts to fill out certain areas. There are a few parts that feel like they were created without purpose, or consideration for how they interact with the rest, and only because the developers fancied the idea at the time. I also removed non-lego parts, such as the Mk3 wings and Goliath. There are mod alternatives that actually stick to the lego ethos of KSP and aren't model kit parts. The ram usage is virtually unchanged. I then worked on renaming parts so they were actually grouped properly; together with similar parts and in a logical order. Consider the organization of the fuel tanks. Shouldn't they be grouped in diameter, and then height? Not the case in stock due to Squad's naming conventions. The problem of cost balance is face palm worthy once you start looking into it. A ladder that costs more than a probe core, solar panel, or rocket engine. The crew cabin cost ratios are all over the place. Especially when compared to command pods. There's a lot of work to be done, but I'm starting to see the finish line. I'm well aware this isn't really work I can share, since I'm not using Module Manager. Really, I just want a game that I don't have to question. That I don't have to wonder why in the world the Mk3 crew cabin is the 2nd most expensive part in the game (30,000 funds). Only surpassed by the Mammoth (39,000). More expensive than an Ion engine (8,000), an RTG (23,300), and the largest Xenon container (24,300). -
Colliders are a bit bugged with this update?
klgraham1013 replied to KerikBalm's topic in KSP1 Discussion
I've done enough testing for @SQUAD on the matter. More so then they seem to have. They've got videos and persistent files. They say the behavior is not a bug. At this point, I'm done with it, and almost done with this whole thing. I'm back to working on my own 1.3.2, which I should have never stopped working on apparently. I'm getting really tired after 5+ years of this game constantly feeling unfinished. -
Message to Squad to Retire Curseforge
klgraham1013 replied to Kroslev Kerman's topic in Kerbal Network
Interesting. -
Message to Squad to Retire Curseforge
klgraham1013 replied to Kroslev Kerman's topic in Kerbal Network
I wonder how much money Take Two even makes from Curse. I mean, does anyone here actually go to it for mods? I suppose the casuals do because that's where the main menu sends them. Better question, are there casual KSP players anymore? -
Xbox update needed!
klgraham1013 replied to Rocketbanooza21's topic in KSP1 Suggestions & Development Discussion
Have you ever bought a lottery ticket? Asking for a console update is about the same thing, -
Decay of rewards over time if your space program is stagnant.
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Kerbal Space Program Update 1.5 Grand Discussion thread
klgraham1013 replied to UomoCapra's topic in KSP1 Discussion
Yes.- 388 replies
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- kerbal space program
- update 1.5
- (and 3 more)
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That automated science sampler mod is a god send.
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I swear you could use this option from the launcher at one point in time. It was oddly still not an option within the game itself. That being said, did Unity remove this? ...or did KSP's launcher work around it some how? I still have old versions of KSP to confirm whether I'm crazy or not.
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- borderless
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Colliders are a bit bugged with this update?
klgraham1013 replied to KerikBalm's topic in KSP1 Discussion
All my tests confirm it's still "working as intended." It does seem slightly better, but recreating the "Not a bug" is still stupidly easy. -
Colliders are a bit bugged with this update?
klgraham1013 replied to KerikBalm's topic in KSP1 Discussion
Adjusting speed is still just ignoring the issue though. Which Squad seems very much content on doing. It doesn't matter how fast I drive through a tunnel if there aren't invisible walls trying to tear off my side mirrors. In stock 1.5.0. -
Colliders are a bit bugged with this update?
klgraham1013 replied to KerikBalm's topic in KSP1 Discussion
Me too. I actually don't recall seeing these explanations. -
Kerbal Space Program Update 1.5 Grand Discussion thread
klgraham1013 replied to UomoCapra's topic in KSP1 Discussion
Not a bug at it again and it's glorious! This test almost had me fooled! Alas, I can always count on not a bug!- 388 replies
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- kerbal space program
- update 1.5
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Kerbal Space Program Update 1.5 Grand Discussion thread
klgraham1013 replied to UomoCapra's topic in KSP1 Discussion
That's what I thought. Clearly, we are mistaken. I know the next time I drive through a tunnel, I'm making darn sure my mirrors don't hit the invisible walls. Paying for new mirrors is the last thing I need right now.- 388 replies
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- kerbal space program
- update 1.5
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Kerbal Space Program Update 1.5 Grand Discussion thread
klgraham1013 replied to UomoCapra's topic in KSP1 Discussion
Ah. I only tested the "not a bug" with the unshielded panels. Perhaps I can add this bandaid to the unshielded panels and bypass the...umm...non-issue.- 388 replies
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- kerbal space program
- update 1.5
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Kerbal Space Program Update 1.5 Grand Discussion thread
klgraham1013 replied to UomoCapra's topic in KSP1 Discussion
Windows doesn't break all my programs when it updates.- 388 replies
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- kerbal space program
- update 1.5
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