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shdwlrd

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Everything posted by shdwlrd

  1. Every large company has a past evil or few. What TTI/PD did was rather generous when it comes to this type of situation. (What I mean is this; they didn't have to offer anyone at Star Theory a position at the new studio after pulling KSP2 from them. They could have replaced all personnel working on KSP2. And yes, I do realize it was financially motivated, but it didn't have to be done.) If you have read the WSJ long enough, you would realize this is minor evil compared to other acts that other corporations have pulled in the past. Yes, it's sad that Star Theory had to close it doors. It sucks that the remaining staff was left without work and I feel for the people that still may be out of work. The corporate world is nasty, dirty place where every nicety is vailed in corporate interests. Even the truly good companies will have to something distasteful at times to survive. At the end of the day, it's just business as usual.
  2. Interesting bit of history. Never knew that part of the story of Dodge's founding.
  3. @Poodmund thanks for posting this. Very interesting article. Everything in the article isn't unprecedented. It happens in all industries. Contracts get pulled or expire. Companies headhunt or poach people who are familiar with the project preramitors. Its just business. No need to get upset about it.
  4. Same here, but don't forget the pretty pictures part. I got some good pictures of the planets with the cateye? mod with DOE. Too bad I lost the screen shots many updates ago.
  5. KSP already takes aerodynamics into account. No need to add unnecessary strain on the system. The stock comms blackout and needed network is enough, no need to add delays into the equation. Despite the fact that afore mentioned mods are covered in the stock game play, if you want to make your game more difficult, go for it. My mentality is to add useful functionality without replacing or duplicating what is happening in stock. (Ignoring part mods of course. ) The only difficulty based mod I'd like to see is persistence rotation. I would like to actually hold a telescope at a fixed point during time warp.
  6. The only beta I can see is an limited demo. No future stuff, no interstellar. Colonies and orbital stations would be ok. Basically to see if it will run ok on your system.
  7. Firespitter, FAR/NuFAR, Connected Living Space, Remote Tech are a hard no. Unless you want unnecessary difficulty in you game. Firespitter can be replaced with the stock animation module. Research bodies, Plane Control Switch, Procedural Lifting Surfaces, are a maybe. The rest could be useful. From the initial images from the devs, looks like fuel switching will be stock. (Unless they want to duplicate all the tanks for the new fuel types they will be adding. Possibly adding hundreds of new parts to the list.)
  8. I corrected it for you. I still stand by my statement.
  9. I did say if they find a good medium between the two, it might be worth adding. If they do add anything, the automation will have to be effective in it's stock form, even if it's limited in scope. Then you can add on to it.
  10. Have you tried setting one up in KSP? My nightmare is trying to setup my X52 when I can't even get my cheap Logitech joystick to work right.
  11. Why don't you want an autopilot in stock KSP? I've played Autonauts. It turned very tedious after programming the 30th robot. How would you remove the tediousness of programming your maneuvers, going back, correcting the error, and doing it again. It would lose the fun factor very quickly. I personally would rather do a mission all by hand than sit there and program everything that would need to be done in a mission. In all reality, I probably won't really get too deep into KSP2 until there is a full featured autopilot available either by the devs or the modding community. @mattinoz that would make KSP like Autonauts, boring and tedious.
  12. You also have to account for the players who don't want to, or can't program. You also have to understand that there are players that are lazy. They don't want to spend time before they do a mission to code all the maneuvers they will need to complete their mission. They will either do the whole mission by hand, or will find something the does all the maneuvering for them. Yes, there is a good learning potential with something like KOS. But a good portion of the players can't/won't use something like that. Can there be something in between KOS and MechJeb that can be done, well yes. But when you have programmed all the modules you would need to execute your mission, you've basically recreated MechJeb by hand, without the GUI.
  13. You have a good point. But the mention of milestones affecting colonies, makes me think something akin to contracts could be present in adventure mode. Definitely some clarification will be needed from the devs, but it does seem like you can go off script and still have something to do outside of just exploring. So there could be some sort of contract or mission system in planning. I'm just speculating at this point. It's a good question that I hope the devs don't take forever to answer.
  14. But all space flights are controlled by computers. Now, a person has to take control only when the mission falls out of the set parameters or if there is a computer failure.
  15. It wasn't the contracts per se, it was the mechanics behind it that killed the career mode. Now what KSP2 is trying to do is remove the minutia that plagued the career and science modes in KSP1 and make it more straight forward. It's good to question if funds and contracts would be included or not. But with such little information about the adventure mode outside of an idea and mention, you can't say what will be in there or not. It's just not worth getting up in arms over right now.
  16. It looks to be a future edition of PCGamer magazine. The date says July 2020, originally thought it was June. Probably an editor's proof.
  17. I'm going to guess it's the launch/stage button or the space bar. I would be really surprised if it's an autopilot. Click "go" and it would run through any maneuver nodes you may have.
  18. I would be interested to see how this would work. Would it just be some generic suggestion? Would they do some detailed analysis of the failure and make some suggestions from there? I guess that would be good for console players? Or would they allow you mess around with part settings and such while the game is paused? No more sniping that one elusive part you need to activate while your craft is tumbling. I just hope the subassemblies are surface mountable and more intuitive to use. It's a pain to remember to reroot your assembly before saving it. That can be done in KSP now. Are they using a separator or another tab to do so? Overall, I do like what I'm seeing. The only real negative is the UI layout and that is minor issue for me atm. What I would like to see is a short clip of someone building a rocket or plane. Or some images for the editor UI.
  19. It looks to be from next month's PCGamer magazine. It may end up on their site soon enough.
  20. I really hope that is the case. I do like the UI, but I hope it's has some ability to rearrange the different elements.
  21. Bad pilots always will have some drama in their game.
  22. I do have to share my appreciation for Squad. They have continued working on KSP long after they had to. With the upcoming update, they still showing their devotion for making KSP the best game possible. For PD, keep working on KSP2.
  23. No, they don't have to. It's a business where leaks can kill a project. How could they verify that that 1000hr mark? Not all users use Steam. Most of the original players still use the KSP store. The honor system doesn't work in software development. But this isn't the thread for this conversation.
  24. I really hope it's automated. I agree with Mcwaffles2003, the first time doing a route or setting up a base/station you should fly it. After that it has to be automated. In real life, a production chain can take hundreds of people to take raw materials to finished products. The majority of the people are there just to transport stuff to the next step.
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