Jump to content

Curveball Anders

Moderator
  • Posts

    2,204
  • Joined

Everything posted by Curveball Anders

  1. Serendipitous Space Corporation (Yes the logo is stolen from Swedish Space Corporation)
  2. If the coordinates are stored as integers yes, which I seriously doubt. More likely as some big float format.
  3. I've been annoyed by the short faring trusses for some time, making it a major pain to fit 3 comsats in one fairing. I've tried to hack up a mm-cfg to change the spacing with some success, but with serious issues like the actual trusses fail to be visible (and the node_stack_top / bottom eludes me). Is there anyone with better config-fu who can teach me to extend the spacing between the nodes, and thereby extending the size of the fairing?
  4. But why would any of that matter in a single-player game?
  5. The reason why I like the hybrid version is mainly economical (and a slight hint of OCD). A standard aspargus 'booster' is far more expensive than an SRB with a LFO tank on top, and can, with a little fiddling, provide the same boost.
  6. I've found it more economically sound to have a lander at Mun-Station, and then combine getting tourist(s) down, planting flag, grab some science and return to the station. Which also means that I quite often have a small gaggle of tourists holed up at Mun-Station waiting for the other contracts
  7. And it works nice with KAC so you can launch to the calculated orbit, deploy sat #1, the set an alarm for next AP and go on with other stuff
  8. I've been near to do this, but unless short on time for some other active mission, I prefer to optimise my refueller/tanker crafts.
  9. Rational, except that I don't bother much of how they look, as long as they fly correctly.
  10. I've come to use the hybrid more and more. While it is harder to tweak for optimum I often use standard launchers so I only have to tweak each class of launchers once. One additional advantage is that when the boosters/droptanks are dropped, the central core is still fully fueled (-ish) which makes it easier to get the planned TWR for that stage. IM(nv)HO // Curveball
  11. The EU Court files against obvious offenders. For less obvious ones it's up to individuals to report to the EU court
  12. In my opinion KSP _is_ poorly designed. But if a software kills your hardware then the hardware is poorly designed.
  13. Well GDPR has the nasty sidebite that it applies to all _users_ within the EU. So Squad has to either block all users from the EU or adapt.
  14. No software can kill your computer, unless the computer is poorly designed.
  15. I think so. I've only tested with Home, but it should work with that others. Otherwise there's a slightly more convoluted way by locking certain addresses in the host file.
  16. You're missing the main point. KSP was developed using a well known development engine because it was the only way to produce a functional demo in six months. To develop a KSP2 with it's own, and expandable, engine would most likely be an economical absolute no. Everyone is welcome to prove me wrong, but frankly, I don't think so. And keeps tinkering in 1.4.3
  17. I've actually worked with all three. But my point is that all three started as single game engines, with the budget (and/or madness) to create those games, and then was refined to be more universal. KSP was conceived with 1 person having 6 months to prove that it could be done. Eve Online was created by a small team mortgaging their houses to write their own engine, they've tried multiple times to 'generalize' the engine without much luck. To start developing a game, with the intention to create both a game and a general engine for that kind of game is a very risky business adventure.
  18. I'm not sure I do. Creating a new game engine specialized for one game is rarely the right way to go. There are many out there that could be used, some might fit better that Unity. (But Unity was probably the only one to deliver enough candy to prove the business case in 6 months).
×
×
  • Create New...