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Tankman101

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Everything posted by Tankman101

  1. You must have not liked pretty much all games in the past 5 years
  2. Space engine FX are probably more trouble than its worth. RTGs are heavy, expensive, and produce absolutely pitiful amounts of EC. Keep them as infinite power sources for tiny chem-probes. Clamshell fairings have been debated to death, and curved fairings are already possible, as is seen in the screenshot. LV-N shouldn't have its activation obfuscated for the sake of realism, there needs to be a way to very clearly see that it is on. It's the same problem I have with ion engines.
  3. That quote doesn't actually say "We made this intentional". It just says "We're ok leaving them alone for now." Besides, fairings don't do quite a few things that HarvestR said they would. Also he did say during the stream-a-thon chat before release that they were planned to clamshell.
  4. Not really, it just mainly points to "run out of time". That and more pressing matters.
  5. Frankly clouds just get in the way of landing things anyway, I'd rather they stay out.
  6. *insert annoyingly snarky comment about how KSP is actually in alpha*
  7. Proc-Fairings is also an entirely seperate set of fairings that just clutters the menu.
  8. 40 dollars for 400 hours... Yea, I think it's worth it.
  9. Out of curiosity, how difficult was it to make the fairings do this?
  10. My first post on the forum actually discussed this, but it seems it was ignored.
  11. No, the orbital scanner is an abstraction of something that would actually be put into space. Think the satellite that analyzed the regolith from the impact probe, just without the impact probe. Also working in an entirely different way.
  12. There's sacrificing realism for gameplay. And then there's things like magically reducing mass with a single part.
  13. Any time based mechanic is OP if you timewarp forward 200 days...
  14. So basically the conversation somehow switched from multicore/thread to general performence without me noticing. Oh well.
  15. Pretty sure the comment was about "It would be a moot point for them to mention (multithreading) performence improvements" Either that or the conversation switched topics without me noticing.
  16. Please re-read the chain of posts that you replied to.
  17. That's not really related to the multi-threading/multicore issue.
  18. Windows person here, CKAN has proven to be more of an obstacle than a useful tool. Mainly because it doesn't work with anything outside of its own repository and you have to manually insert mods for a few things. Just install mods manually, it's just drag-and-drop anyway.
  19. From what is being said, Unity 5 still can't seperate an object built out of other objects into multiple threads.
  20. That's not how multi-threading ships works. Each ship will take its own thread. The ships will still have the same performance impact that they did before, but now it's spread between different cores rather than stuffed into a single one.
  21. Also you can design a ship with the heat in mind. Throwing a F1 engine on a civic isn't going to make the civic perform the same as the F1.
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