731destroyer
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Posts posted by 731destroyer
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Great they fixed the ui flicker im am so ready to install 80+ mods rofl
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9 hours ago, Redneck said:
Then what is this?
http://wiki.kerbalspaceprogram.com/wiki/Multiplayer or this
http://wiki.kerbalspaceprogram.com/wiki/Planned_features
Ive been around since 2011 I dont recall ANYTHING where they said they would NOT!!
Ever since 2013 they have said at least once a year multiplayer was something they wanted to do this year is not over yet so yeah, the way squad is right now tho things could have change but if they are still working on it i would not expect to see Multiplayer until next year it seems like more of a side project they have been working on slowly.
http://www.pcgamer.com/kerbal-space-program-committed-to-multiplayer-career-and-sandbox-modes/ 2013 - “Shaun [Esau, the developer of the multiplayer mod] has proven that multiplayer can be done, so Squad is committed to making multiplayer a part of the final release,” Squad PR manager Bob Holtzman said.
http://www.gamasutra.com/view/news/216239/Kerbal_Space_Programs_next_big_dev_challenge_Adding_multiplayer.php 2014 - "It's still so early in the development of multiplayer, we can't even guess at how it will eventually turn out," he notes, "but it's something our players have always debated. We never actually surveyed our community formally, yet we could see for a lot of people, multiplayer was the top request on their wish-list for KSP."
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Wow, this was the longest fluff post I have ever seen, the only reason I ever came on the forums was for the in-depth dev notes of what was happening.
If I wanted to read fluff I would go on the subreddit
"If it ain't broke, don't fix it"
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You should be fine as long as you don't load your game with part packs
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On 3/23/2016 at 4:56 PM, Whitecat106 said:
Hello everyone,
It has been a while but I thought I would release a quick update, this fixes lag and is the result of a complete rewrite of the code, station keeping is also fixed..hopefully!
Active vessel decay and the UI have been temporarily removed in preparation for KSP 1.1 and subsequently version 1.1.0 of Orbital Decay. I will be working on a more accurate decay simulation, smooth UI menus with decay predictions, maybe some pretty conics in the map view and hopefully a 'Station Keeping Module' part for the game!
I hope you enjoy this small update which makes the Mod playable again, however for this to function properly you will have to switch to each vessel you currently have in game to allow the vessel to be registered by the decay code - this will be fixed in 1.1.0 too!
I have not given up; have hope!
Whitecat106
YAY
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you need to go outside more
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Screen shot your game data for me plz
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Its not updated for 1.0.5
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Its very obvious to anyone that knows anything about space that ULA can not compete with SpaceX
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RIP 2 dead 5 me
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55 minutes ago, AndrewDrawsPrettyPictures said:
Unfortunately, it doesn't work without RSS. When making a mod/expansion for RSS, you need to have "AFTER[RealSolarSystem]" in the first line of the code. When making a regular planet pack, you need "AFTER[Kopernicus]" on the first line.
That sucks
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I feel like this mod would still work with out rss
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I think this is one of the most useless feature coming in 1.1
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Unitys lens flares look potato
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I sent probes to Eve, Duna and Jool now im on my way to moho with a probe then i have to go back to duna with a rover.
Kerbal Space Program 1.2.1 is live!
in 2016
Posted · Edited by 731destroyer
Most mods wont even need an update it should only take a rebuild at most the mods should be updated fast