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EladDv

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Posts posted by EladDv

  1. 51 minutes ago, FungusForge said:

    Can we not? This line of discussion will only turn into a fecal festival. If you don't like it just silently protest by backing up your install every update.

    IDK, just because you're tired of hearing about it that dosnt mean they have to stop talking about it. 

    As long as they do it in a civil and respectful matter I think they should be allowed to voice their opinions (where appropriate, dont go spamming all over the place). 

    That being said I dont agree with that sentiment at all.

    5 hours ago, Tex_NL said:

    People who are enthusiastic about paid DLC's are forgetting one VERY important thing: Paid DLC's will kill the ability to mod!

    Almost anything that can possibly be added by a DLC can be modded. The only way for Squad/T2 to monetize a DLC is to disable the ability to mod a similar feature. The ease of modding is one of KSP's core strengths. Quite possible THE core strength. After a few play-throughs the game quickly looses a large part of its appeal without mods. Removing or restricting mods will effectively kill the game.

    So if you love the game you will oppose paid DLC's wherever and whenever you can.
    Almost everything Squad/T2 might ask you to pay for a modder can do for free.

    KSP is being built to be easy to mod, people have torn out and replaced the whole planetary physics system so I doubt they'd be successful in blocking and one part from being changed or improved by mods.

    yes, almost anything that they plan to get into the DLC has been existing in mod form and seeing that they dont mention any mandatory updates (or any at all other than bug fixes for 1.3 right now), I think that everything is gonna be fine on 1.3 and mods will continue to exist.

    Now for Take-Two Interactive, yes they have made some ill-informed and self-destructive decisions in the (very recent) past but I think this has been a learning experience, modding is a core part of KSP and PC gaming in general and trying to change that is like trying to catch a baseball at 200 km/h, it's probably not gonna go well and it's gonna hurt, a lot. 

     

    Now to the matter at hand, I would probably buy it anyways, I paid a ludicrous price for it and I want to support the devs some more for all the effort they put into the game (making huge updates is no joke and they were in no way obligated to do so), though a new planetary system with some cryogenics and life support would be pretty cool 

  2. 12 hours ago, ansaman said:

    Hey, it isn't like we have not had bugs and stuff before.  Take Two and Squad MUST know that part of the amazing results for KSP has not just been the program, but the community and the people who play it and won't stop talking about it.  Further, the people that make the mods and have worked so hard make the game so adaptable that it can please almost everybody.  If they respect that, all will be well.

    Yeah, but it seems that broken games on day 1 are more prevalent now that online distribution is the main way to get games, when the devs can push updates at whim they're more likely to decide to get the game certified with lesser quality and push fixes later down the line. 

    We've seen this happen with several games (the arkham series is a notable one) and publishing houses, with so much money on the line for a release date that was locked down up to a year before you're might not want to delay the game and that means that you're very likely to get caught up in issues and have to release an unfinished/buggy product.

    Though I mean KSP wasnt a technical masterpiece it is a great game to explore physics in classes and at home - inspiring STEM in a young generation and promoting better education.

  3. 12 minutes ago, John FX said:

    No change then?

    My opinion is that TT have funding behind them, know the quality required to sell a game worldwide, and know that putting resources into a game makes you money in the long run. The most cynical I can look at this is that they will make KSP a better game so it sells more. What they will not do is put money into making it worse.

    It might end up being worse but it seems more likely to end up being better.

    We might even get GP2, a Dv readout, an art pass, an alarm clock etc etc

    A) lol.

    B) I hope this extra funding will push KSP in a better direction, it's understandable that with slowing sales Squad saw no viability in maintaining the same level of development so they decided to slow it down and possibly go with the TT offer. 

  4. 4 minutes ago, UomoCapra said:

    The complete opposite is happening here. Take-Two has shown us nothing but its full commitment to make KSP as great as it can be.

    I sure do hope so! Those stories are but a few cases in a large publishing house. Not all games are being treated the same and I hope KSP gets the best treatment possible (as all games and development houses) but sometimes there are hitches in the road, whether it comes from management or marketing or issues with developers or fans.

    I dont want to be a naysayer I'd love it if KSP will continue to grow under the TT umbrella.

  5. 1 minute ago, TotallyNotHuman_ said:

    Could you kindly point me at some of those sources (in PM, if such a thing is not allowed here)?

    Those are personal conversation I've had with devs working in well known companies on well known titles under Take Two and 2K specifically. I'm sorry I cant provide sources out of respect to the privacy of the people I talked with.

    But be sure this is industry wide - look on all the half finished buggy games that are coming out lately.

  6. Just now, TotallyNotHuman_ said:

    I'm kind of a noob when it comes to game publishers, so could you please elaborate?

    I've heard some stories from devs on how TT work, I wont divulge most of the details but let's just say that funding can be tight, quality is sometimes sacrificed for hitting deadlines and community support is not at the top of their priorities 

  7. Knowing Take Two Interactive I do not trust them. 

    This wont be the end of KSP as some will surely say and it saddens me to see this game go to the hands of TT but I guess if it means TT gets it or Squad shuts it down I'd prefer the game to continue existing (maybe now work can start on KSP 2? new engine?)

     

    Good luck to the devs and Squad! oh and to Take Two Interactive - Dont mess this up.

  8. 6 minutes ago, Razorforce7 said:

    @EladDv Purely speculative here but I think Squad once thought by themselves... meaning many, lets say 4+ years ago

    "we can't have it that parts ever sink below the ocean otherwise people will complain about recovery issues"

    SQUAD STAFF: Let's just make the water very dense so nearly nothing will sink below it.

    Present day: And now we are debating to get it more realistic :)

    Critically speaking I think "realistic" is never going to work. Only if a specialized hydrophysics team is going to join the table at the Squad headquarters is it ever going to be as such. Or close to it.
    But obviously I like more then a few parts to float for shipbuilding purposes so it could use some tweaks, theres no doubt about that.

    IIRC from talks with NathanKell I've had about this water are actually around 1g/ml so normal density of distilled water (though it might be 1.5g/ml) it's just that some parts are very buoyant, I wasnt thinking about realism just about a general way to make it more viable and easy. I know how hard fluid dynamics can be (I've dealt with it...what a nightmare) just tweak the density of parts

  9. This really seems like the OP wanted to get banned or at least a warning, looking at the almost intentionally vague answers to simple questions make it seem like there wasnt much thought dedicated to this topic and the insistence of using what some called "annoying" spelling and accusing people of trying to "change their personality" make me think this wasnt a real concern of the OP.

    Now, on to the topic at hand, I do agree that some parts are just absurdly buoyant and that this needs to be changed. 

    Fuel tanks can stay buoyant to fit their characteristics as LOX and RP-1/liquid methane are both less dense than water, but most parts should sink or at least be neutrally or at the absolute max slightly buoyant - wings, cockpits, legs, wheels, engines, decouplers, structural parts etc.  

    While submarines have been around for a while (ever since 0.90? maybe? I cant remember) it's never been easy to do so - especially with big and high part count crafts

  10. On 3/22/2017 at 6:08 AM, frizzank said:

    You paid what $20, 5 freaking years ago for a game with hundreds of hours of game-play and now EXPECT EVERYTHING AFTER THAT TO BE FREE???

    This game has given Way, Way,Way,Way,Way,Way,Way,Way,Way, more back to its fans than any game I can think of in recent history. Yet you  still find it absurd that after 5 years of free stuff they want you to finally pay for extra content!

    Yes, and I payed the asking price for that product that was in early access and that had made promises to keep developing the game in exchange to me paying for it in advance.

    Now, I will concede and say that Squad has made more than it was obligated to with updates after 1.0.5 and I am thankful for that.

    On 3/22/2017 at 6:08 AM, frizzank said:

    It takes hundreds of man hours to create just one hour of gameplay. Game devs have to eat and pay our bills just like you. Don't like the game, then don't buy the expansion. But if you do like it you better sure as heck cough up that $15 for the DLC and not say a freaking word about how your not getting your moneys worth.

    and what about my bills? Just because I liked the game dosnt mean I'd like the expansion and if I am ok with not getting any extra content why should I buy it? would you be OK if every time you bought a game you were forced to by a 50$ Season pass in addition to your 60$ game? I dont think so, there's a reason these are called expansion and why they are separate from the main game.

    Oh and BTW I'm planning on getting the expansion if it's not just the mission creator.

  11. 2 hours ago, BogusDionysus48 said:

    Yup that is my process.

    Just minus the TCA 

    Okay will do, thanks!

    Also wondering Servo, since I play ksp on a Xbox (easyer controls) I don't think I can make a swivel engine?

    sure you can, you'll just have to build your own thermometer hinge.

  12. 1 minute ago, nascarlaser1 said:

    Why do people believe/want to believe that Dres does not exist?? The wiki says it does, Squad says it does, and Marcus house on YouTube says it does every time he visits it in his career gameplay, so why do we want it to not exist??

    It's what those "Big Planet" corps want to sell you mate! RESIST, Wake up sheeple! 

  13. 1 hour ago, MajorLeaugeRocketScience said:

    As far as I can tell, a Klaw K-Drive has never been attempted with any acceleration (Since 1.0), so I don't know if it will be possible at all to increase

    It's not a Klaw K-drive, the Klaw is there to make it re-dockable. You are very much invited to test it yourself! Those were made in 1.2.2

     

    1 hour ago, GregroxMun said:

    There are working 1.2.2 K-Drives after all? Terrific!

    Yes, they are quite easy to make now.

  14. 1 hour ago, sgt_flyer said:

    @Martian Emigrant

    it seems Krakensbane code is still in the game :)

    basically, squad put some code that kicks in above roughly 700m/s to prevent 'Kraken attacks'

    Below 700 m/s, krakendrives only goes to 3 / 5 m/s vertical speed - above 700, gives insane accelerations :) - so, beware when crossing the treshold with the drive active :wink:

     - especially when using it for a retrograde burn - it's like dropping an anchor attached to the wheels of a dragster going full speed :)

    happenned to me pre 1.0 - i was testing a spaceplane equipped with a krakendrive, and the thing kept on either breaking apart, or having the krakendrive just vanish from the craft each time i got below the treshold when trying to circularise with the drive around mün :)

    This type of drive isnt affected from Krakensbane - I've produced 80+ G's of acceleration from 30m/s and it would just turn on and off when the aerodynamics kicks and knocks it out of alignment.

    The Kraken Lives.

    http://imgur.com/a/lhWej

    I ran with this. Never experienced a "Kraken Drive" before.

    Here is the Kraken one:3oAZhYK.png

    Wee bit unstable but a definite proof of concept.

    Kraken two:yiq2swQ.png

    It floated like a toy balloon then suddenly:4yfMOCI.png

    The G-Meter was pegged at 15. Until the central warp core exploded (Maybe it was ejected...It happened really fast):3OKjYBm.png

    Currently flying the Kraken three:RNHS9ph.png

    oTu00NG.png

    H1HGaWI.png

    It flies like a toy balloon. Not sure how this would be usable. Maybe if it reaches space I can point it somewhere.....It climbs at less than 500 m/s m/min and you can't use warp. I don't think you can anyway. The warp core should pass right through no? I don't dare touch it right now.

    Through 2300 m.

     

    ME

    EDIT:

    Conclusion? Not really sure.

    I was playing with the brakes because the wheels turn. It seemed to affect the stability and the surface speed a bit. I guess it centered just right as it leaped in the air at 15g+. Then the core exploded around 23Km.

    F3 says "Structural Fuselage exploded due to overheating"

    this is great! a few suggestions- add an accelerometer to measure G's beyond 15 or use the F3 tab (there's a max acceleration tab), the core explodes due to overheating (you're traveling at 1.2+ Km/s in lower atmo- you're gonna generate a lot of heat) for optimal testing i use space (just warp it there with the cheat menu at Alt+F12)

  15. 1 hour ago, Majorjim! said:

    So this is two separate craft? If not I am very surprised as Squad said they killed legs and wheels interacting with the parent craft. It was causing all kinds of issues..

    Yes. Both versions I have work via legs from one craft pushing on a different reattach-able craft. The second craft is a force mediator that makes the legs collide which creates a force on the original craft. The amazing thing is that with this tech it also works in atmo which makes it very powerful 

    2 hours ago, Stevie The Crusher said:

    I was kind of surprised these still worked. They even managed to kill the landed magnet drive, yet not multi-entity pushing stuff. I'm glad you don't need to have a blob of panels like I did last time, makes for much more manageable systems. Why did you choose the service bay? In my past experience they tend to be fragile when using part clipping. (I guess you added struts to compensate?)

    The inside is a 1.25m monoprop tank that is also constrained by panels inside. The bay is there to help constrain the tank and keeps it with the parent craft

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