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Alshain

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Everything posted by Alshain

  1. Can we bring the topic back to the topic? If the added decay due to nbody gravitationnal perturbation, then yes we would need automated stationkeeping. I certainly don't want to have to correct my sats every time I timewarp my ships. However I think such a feature doesn't belong in this game. Decay due to atmosphere would not need station keeping. You wouldn't station sats in the atmosphere. This would just help clean up debris more than anything.
  2. Nothing wrong with that, I played about 2 years before joining the forums. Welcome!
  3. 1. Patience 2. Don't ask for mod updates. 3. KottabosGames is a youtube channel that showcases mods, they don't make it.
  4. At that point its irrelevant to me. I'll already know because I will have hit the keyboard button twice to figure out where I had it set before I even picked up a part. It just isn't useful as by the time it shows up is's too late.
  5. @Jengaleng In Steam, right click the game, click Properties, Click the Betas tab, select 1.2.2 from the list. You can also copy the game away from Steam, it does not use the Steam DRM. You can have as many copies of the game on your drive as you desire.
  6. Ah, well that is unfortunate. I thought it was going to be for seeing which mode is selected at a glance (like the symmetry and angle snap buttons). I guess I was hoping it would be something useful.
  7. It depends on what you call survived. I've had nothing that lasted on it's own without updating, but I have this one craft (that's it in my signature) that I designed after seeing concept art of the Dream Chaser docking to the ISS in reverse. I wanted to design a dual engine SSTO that would do the same thing. It definitely didn't last, it requires several updates, but with sufficient work it has survived. Shrike 2014 2017
  8. The citation is my memory. They hired the Defense of the Ancients team (a mod developed on Blizzards Warcraft 3) and the result was DOTA 2. They hired the team behind Counter Strike (a half-life mod) and released it as a game franchise They hired the team behind Day of Defeat (a half-life mod) and the result was full release of a game called Day of Defeat, later Day of Defeat: Source They hired the team behind a game called Narbacular Drop and the result was Portal. It's just what they do. I think Left 4 Dead was a mod or something too, not sure though.
  9. That was a year ago, and it was a proof of concept more than anything. Source 2 has had a year of development since then.
  10. I still don't see them using a competing engine when they have a brand spanking new one fresh out of development last month.
  11. Maybe, time will tell. I hope it's something more than that fad though. The only thing is, why would they do it on Unity when they have their own engine, and Source 2 is still being improved.
  12. @Mynar Moonshadow I think he was specifically referring to the old team. RoverDude is part of the new team. I'm really more interested in what Valve is doing right now than Take 2. Typically when Valve hires a team, they put them to work on a similar but enhanced project. I feel there is a high degree of likelihood they are developing a KSP competitor.
  13. @HebaruSan That is a procedural difference between an API, and internal methods that are simply left public. An API would have flagged CelestialBody.theName as deprecated and had it return CelestialBody.displayName, only removing it a few versions later after mod developers were sufficiently warned to stop using it. Squad isn't developing an API though, they are developing a game... if they have no more use for it, it gets removed. They aren't developing for mod makers, they are developing for the players and what is easiest for them to do that.
  14. In order todo that they would have to first develop an API though. That is a project in itself. There is no way to effectively make changes to a project like KSP without occasionally altering the method definitions if you don't have an API. Developing an maintaining an API would require another team of developers, which isn't practical, especially given that until 3 days ago it was an indie title.
  15. It's not semantics. An API is a separate piece of code which provides access to the underlying code. It's in the very definition Application Programming Interface. It is a special piece of code which outside programmers use to access the underlying code which has a private designation and cannot be accessed from the outside. KSP modders directly access the underlying code, it is marked as public, and there is no API.
  16. The problem is that it isn't really a public API. Squad has occasionally added something to help mod developers, but they don't really actively support modding. (That's not to say they don't encourage it!) In this case they just leave the members public and let modders do with it what they will. But it's not an API in the general sense. If it were an API you would be much more careful about changing things and proper use of deprecation tags to prevent breaking things all at once with little warning (other than the beta versions they have been doing). This is the sort of thing that Unity does, but not KSP. The KSP devs do what they need to do for their development and aren't concerned if they break mods on a whim. That isn't an API. As I said earlier, that doesn't mean they will break, but they aren't going to hold back to prevent it either.
  17. @p1t1o To answer your question, I have no problem with it. Updates have actually slacked off and most modders who have been around for a while are accustomed to Early Access when we really did have constant updates, a real update, every month or two. Realistically we've only had two updates in the last year. Incremental bug fix patches don't typically break mods so the only updates we've had are 1.1, 1.2, and 1.3. Even when to do push major updates, it's not as if mod authors have to re-write their mod from scratch. Many of the times when a mod does break, all it needs is a reference update (recompile against the new DLL) without actually changing any code at all. It's actually pretty infrequent that a massive breaking patch comes along, 1.2 was an engine change, so that is expected.
  18. I think some of you guys are overreacting. Yes, Take 2 is in charge, and not Squad, I think I've made my thoughts clear on that. But that doesn't mean it's going to be thrown to DLC and Microtransaction hell right away.
  19. Corporations always say they will leave the company under local control. I once worked for a company who's entire mantra was exactly that (Dover Corporation). They claimed to purchase successful companies and put them under their umbrella but leave them under the local control of the company. They one day they decided they wanted to step in and reorganize an industry leader company, screwed it up, and now it has been shut down entirely and replaced by it's next biggest competitor (who they also bought) and that company is faltering as well because if their meddling. Pardon me if I don't trust corporate lies, but I've been around that block a few times. Make no mistake, Squad is not in control of their development any longer.
  20. @AlamoVampire As has been explained to you many times before, all of those issues you listed are issues that can be resolved (except trolls which is a dumb issue to keep bringing up because all games have that problem). You keep bringing these same issues up over and over and over again and then ignore any responses to them and claim the same issues once again. The only reason it wouldn't be viable is because adding it into a fully developed product is excessively difficult. It has noting to do with trolls, time warp, part counts or computer performance issues. Be honest with yourself, you don't want multiplayer so you don't want anyone else to have it either. It's as simple as that. There is no reason not to have it except you don't want it so everybody else shouldn't get to have it. I'm not going to sit here and argue with you any further on the same non-issues we have explained. In fact, you have nothing meaningful to say that I would find interesting to read so you are just going go on my ignore list. Don't bother replying, or do, I don't care. I won't see it.
  21. @seekerbtk This has been discussed many many many times. Most people agree multiplayer would be nice to have and would be happy to discuss it in one of the many threads with you. However it is a very difficult thing to accomplish. There are a few people who don't agree but they seem to be a minority. [snip] All in all, it's not something likely to happen at this stage, despite the large group that would like to see it, because it would be overwhelmingly difficult to develop at this late stage. Multiplayer needs to be developed from the beginning, so even though it would be a great concept to add to KSP, it probably won't happen till KSP2.
  22. Yep, that is an option as well. It's about as effective as matching inclination in solar orbit. Of course it is KSP, time is not a factor.
  23. LOL, exactly what I was thinking. No offense to him, but it sounds like UomoCapra has never worked for a corporation before. There is merely an illusion that the dev team is under control and it will remain that way as long as it suits the corporate interest. On the other hand, one minor mis-step and the studio is shut down.
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