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Waxing_Kibbous

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Posts posted by Waxing_Kibbous

  1. I'm curious about the mesh topology. Back in the old days (early 2000s) having triangles that varied a lot in shape, or really stretched ones, was bad for physics engines- a previous dev note showed some wires and they were pretty ugly. Just wondering out loud about how modern algorithms handle this and if this is what is being generated currently.

  2. 4 hours ago, DadJokeCinema said:

    Hey Mike, I just wanted to say that I hope nobody at Intercept is impacted and that everyone is taking the appropriate time for mental health and pausing to breathe every now and then. I've been on high stress projects during workforce reductions and it's not fun or good for the brain.

    This right here- I imagine there was a crunch period before release and now it's a giant fire to get under some semblance of control. You hear about 16 hour days in the game industry, I hope the devs aren't getting beat up too badly.

  3. 15 hours ago, Gargamel said:

    The best years of your life are age 20 +/- 5.    
     

    The rest sucks. 
     

    Time passes exponentially faster every year after those good years. 
     

    Then you die.  

    Yeah, but this comes with the caveat of knowing what you know now. Most people's brains don't stop developing until their mid 20's- I say late 20s through 30s is the prime spot.

    As for advice I'd say avoid contact sports, blows to the head and injuries aren't worth it.

  4. On 1/9/2021 at 7:47 AM, Incarnation of Chaos said:

    Real Science?

    So we wanna have to bust out {Insert preferred calculator} to work out the equations for reacting our fuel mixture, then derive the proper amounts of Fuel and OX based on that? And this isn't going to be 1 to 1 ratios either, since engines generally run fuel or OX rich and we'll have to take that into consideration. Then calculate the DV by hand using the Rocket Equation, draw our orbital information using a drafting table and the proper tools and finally plug it all into the game and hit launch only to witness in horror our meticulously designed machine break apart mid-flight because the Kerbal installing the gyros hammered them in upside down?

    Jeez; hope there's an easy mode for plebs like me.

    I said real science, we can keep the engineering fake :P

    It'd be cool to have some randomness with planets so different plays would require research to develop appropriate craft. Also, graphs of data would be pretty awesome.

  5. There's always a push for realistic rocket analogues in KSP, but I'd love to see some proper real science. Spectroscopy, geographical mapping, measuring the pressure and composition of an atmosphere at various altitudes, mineral composition at various locations, etc. Really mapping out data as opposed to taking a single point. Plus, planets would have harsh conditions that one would have to analyse and build craft accordingly.

  6. I agree with OP, I restart KSP a lot due to setting up play options/mod lists. I never really get far because there is always the idea that I could be playing in a better way. The games I have played the most have a really solid, balanced vanilla- constraints = challenges = fun and satisfaction. I think the curse of being considered a sandbox game is the premise that players can do whatever they want, which seems appealing at first but doesn't carry an experience like a well thought out narrative can- a sandbox mode is fine, but I hope KSP2 has a proper, well balanced game mode.

     

  7. If they abstracted the concepts it could still be a useful educational tool, much like the orbital mechanics in KSP1. Adding in time dilation (which is just basic math, something computers are really good at. Having standard time and mission time wouldn't be too complicated.) and a warp drive would be a fun way to sneak in some learning. Plus if LS was optional it would add a new dimension to that mechanic.

  8. 2 hours ago, sevenperforce said:

    You should be able to watch it streaming live on the PBS website. If not you can watch it for a small fee on Amazon Prime Video or Google Play.

    Update: the leader of the anti-science cult central to the film speaks out in criticism of me and the filmmakers:

    https://www.courier-journal.com/story/news/religion/2020/02/17/kentucky-ark-encounter-documentary-what-you-need-know/4773758002/

    Ah boy good ole Ken Ham in the house, not even worth the read.

  9. Career mode definitely needs a critical review. It needs a definite end goal. It needs supporting missions that can help less experienced players get to that end goal, but experienced players can skip these and make progress  without them, or at least some of them. Career mode needs something to shoot for, and it should be a 50-60 hour goal to end game. The idea to do whatever you want for no reason except just to do it isn't motivating for some gamers- the idea that one can achieve hard challenges at a more difficult level is. I hope KSP2 has a proper game mode, KSP has an amazing concept and fun mechanics, but it fails in the motivation of players to get to the next step, as seen by the % of players who actually leave the Kerbin system.

  10. Turbopumped is my favorite- the vids are a good length, have enough technical explanation without being overly detailed, have good music and are funny. I like the Odyssey by Bill series as well by Bradley Whitstance. Kerbal Space Command is an excellent series for stock KSP. Matt Lowne has some good stuff too... Honestly, there are a lot of good KSP youtubers out there, I appreciate the solid content from the community!

  11. 2 hours ago, The-Doctor said:

    Please a basic kerbalism profile would do a lot for fans like myself who aren't that interested in hyper ultra realism, I like some realism and challenge such as keeping supplies, protecting against radiation, needing to repair my engines, but the lack of a simplified profile makes the game too technical for me and others and less fun, having a profile made for a more easy experience with some challenge but not frustration would be really nice

    There is the Simplex profile by @theJesuit that abstracts things into a simpler mode, I assume it is still working since it is linked in the OP.

     

    I get 20 MM errors when loading regarding SSPX and Kerbalism, in the logs it looks to be the deployable parts. I'm on Linux as well, so maybe it is a simple case sensitivity issue?

    Spoiler

    [LOG 21:18:01.329] Applying update KerbalismConfig/Support/SSPX/@PART[sspx-inflatable-hab*]:NEEDS[StationPartsExpansionRedux,ProfileDefault]:AFTER[KerbalismDefault] to StationPartsExpansionRedux/Parts/Extendable/extendable-25/sspx-inflatable-hab-25-1.cfg/PART[sspx-inflatable-hab-25-1]
    [ERR 21:18:01.329] Error - Cannot parse variable search when editing key CrewCapacity = #$MODULE[ModuleDeployableHabitat]/DeployedCrewCapacity$
    [ERR 21:18:01.329] Error - Cannot parse variable search when inserting new key capacity = #$../MODULE[ModuleDeployableHabitat]/DeployedCrewCapacity$
    [ERR 21:18:01.329] Error - Cannot parse variable search when inserting new key capacity = #$../MODULE[ModuleDeployableHabitat]/DeployedCrewCapacity$
    [ERR 21:18:01.329] Error - Cannot parse variable search when inserting new key capacity = #$../MODULE[ModuleDeployableHabitat]/DeployedCrewCapacity$
    [ERR 21:18:01.329] Error - Cannot parse variable search when inserting new key capacity = #$../MODULE[ModuleDeployableHabitat]/DeployedCrewCapacity$
    [ERR 21:18:01.329] Error - Cannot parse variable search when inserting new key capacity = #$../MODULE[ModuleDeployableHabitat]/DeployedCrewCapacity$
    [ERR 21:18:01.330] Error - Cannot parse variable search when inserting new key amount = #$../../../MODULE[ModuleDeployableHabitat]/DeployedCrewCapacity$
    [ERR 21:18:01.330] Error - Cannot parse variable search when inserting new key maxAmount = #$../../../MODULE[ModuleDeployableHabitat]/DeployedCrewCapacity$
    [ERR 21:18:01.330] Error - Cannot parse variable search when inserting new key maxAmount = #$../../../MODULE[ModuleDeployableHabitat]/DeployedCrewCapacity$
    [ERR 21:18:01.330] Error - Cannot parse variable search when inserting new key maxAmount = #$../../../MODULE[ModuleDeployableHabitat]/DeployedCrewCapacity$
    [LOG 21:18:01.330] Applying update KerbalismConfig/Support/SSPX/@PART[sspx-inflatable-hab*]:NEEDS[StationPartsExpansionRedux,ProfileDefault]:AFTER[KerbalismDefault] to StationPartsExpansionRedux/Parts/Extendable/extendable-25/sspx-inflatable-hab-25-2.cfg/PART[sspx-inflatable-hab-25-2]
    [ERR 21:18:01.330] Error - Cannot parse variable search when editing key CrewCapacity = #$MODULE[ModuleDeployableHabitat]/DeployedCrewCapacity$
    [ERR 21:18:01.330] Error - Cannot parse variable search when inserting new key capacity = #$../MODULE[ModuleDeployableHabitat]/DeployedCrewCapacity$
    [ERR 21:18:01.330] Error - Cannot parse variable search when inserting new key capacity = #$../MODULE[ModuleDeployableHabitat]/DeployedCrewCapacity$
    [ERR 21:18:01.330] Error - Cannot parse variable search when inserting new key capacity = #$../MODULE[ModuleDeployableHabitat]/DeployedCrewCapacity$
    [ERR 21:18:01.330] Error - Cannot parse variable search when inserting new key capacity = #$../MODULE[ModuleDeployableHabitat]/DeployedCrewCapacity$
    [ERR 21:18:01.330] Error - Cannot parse variable search when inserting new key capacity = #$../MODULE[ModuleDeployableHabitat]/DeployedCrewCapacity$
    [ERR 21:18:01.330] Error - Cannot parse variable search when inserting new key amount = #$../../../MODULE[ModuleDeployableHabitat]/DeployedCrewCapacity$
    [ERR 21:18:01.330] Error - Cannot parse variable search when inserting new key maxAmount = #$../../../MODULE[ModuleDeployableHabitat]/DeployedCrewCapacity$
    [ERR 21:18:01.330] Error - Cannot parse variable search when inserting new key maxAmount = #$../../../MODULE[ModuleDeployableHabitat]/DeployedCrewCapacity$
    [ERR 21:18:01.330] Error - Cannot parse variable search when inserting new key maxAmount = #$../../../MODULE[ModuleDeployableHabitat]/DeployedCrewCapacity$

     

  12. On 11/17/2019 at 4:09 PM, paul23 said:

    On the topic of colony supplies/timer: is it posible to go "infinite", or at least 100+ years?

     

    I use the outer planet mods and even have a few "outer outer planets" added, so my end game missions will take many years, actually I *wish* to make some midway base which also has a launch system, thus being able to create new ships far from home.

     

    Could I do this with usi? Or will homesickness be impossible to beat?

    You can tweak the hab multiplier in the USI-LS options to extend the hab time. Another fun thing to do is add experienced Kerbals to the whitelist so they won't be affected, adding some importance to leveling them up.

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