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KSP2 Release Notes
Everything posted by dave1904
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The Upcoming Movies (and Movie Trailers) MegaThread!
dave1904 replied to StrandedonEarth's topic in The Lounge
Batman. -
What does "spoiling" mean in regards to KSP 2?
dave1904 replied to mcwaffles2003's topic in Prelaunch KSP2 Discussion
Im not going to go looking for things Ive read years ago but I can explain it to you. Watch a few trailers from the 80s and 90s and watch a trailer from 2000s onwards. People are unwilling to spend money on movie tickets with nothing more than teaser trailers anymore. There is a good reason so many movie trailers have spoilers. TV shows already have an audience and the fast and furious is also the 6th film in the series. People know what they are getting. Noone cared about protecting star wars plot. That was not the case for empire anymore. Once you have the IP then your good to go. On the otherhand you can do what the modern star wars films have done and not give people a reason to watch the last jedi because there was not plot to be spoiled anyway. That is why it failed. People had nothing to look forward to. -
What does "spoiling" mean in regards to KSP 2?
dave1904 replied to mcwaffles2003's topic in Prelaunch KSP2 Discussion
Even in movies its statistically proven that trailers with spoilers sell better than trailers without. People do not like going to the movies to waste money and time. Games on the other hand can do well because you can market gameplay. In the case of sequels your goal is to market new gameplay mechanics. In KSPs case this would be the new planets, engines etc. In that case you cannot market without "spoiling" -
KSP 2 already looks good enough for me if it looks like the trailers. I want a working product at launch that delivers on the promises made. By promises I mean modabilty and stability. Obviously design changes can happen. Thats all.
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I can only speak for my 7 year old 4770K. I have played a total of 5000 hours of KSP with mods, Total war with mods and Stellaris with mods. All these games are extremely CPU intensive. I have played on 4-4.2ghz overclocks, had water cooling pump fail and my cpu was running 100% most of the time playing these games. I do not clean my case as often as I should and right now 1 fan is not working. I smoke in my gaming room also. These are not good things. My 4770k is still perfectly fine. Benchmarks are the same as they were 7 years ago. The reason for this is that my CPU was always within its designed temperature except for my pump failing. Even then my PC shutdown to protect the CPU. Just make sure you have your fans installed properly and that the waste heat can escape and your hardware should last years.
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What’s the first thing you’ll do in ksp2?
dave1904 replied to Lewie's topic in Prelaunch KSP2 Discussion
Create a new game. -
Will Kerbal Space Program 2 be optimised for low end pc
dave1904 replied to Ryan@123's topic in Prelaunch KSP2 Discussion
Basic craft will probably work fine on lower end mashines but no matter how optimized the game is I will be able to bring the highest end pc to its knees. If I can use 10000 parts for a craft I will. There is a difference between low end mashines and outdated hardware however. A low end mashine at KSP2s release will run the game perfectly fine I assume. If you're on a budget start saving and build the pc around KSP2 benchmarks. -
Why? Gta and read dead online? Let's be honest for a second. If millions of idiots give you billions for basically nothing then you would be stupid not to just play along. Everyone complains about publishers but someone is buying their stuff. I think rockstar has more saying than take two anyway. The release when they want and what they want. That been said they are one anyway.
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I honestly cannot remember the balance but it was very basic and unfinished. If kerbalism has had a recent update then I am not sure that my patch would even work anymore. I do not know what was changed. I do not have time until Dec or Jan to look into it either because when I get the addiction of KSP its hard to get rid of it. I am intentionally not playing it at all right now.
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well about that. I had intentions to make a community science def and a patch that fixes Kerbalism but instead of explaining to you why I will post you a screenshot of my house. I had no intention of starting this year but corona made time for it. And yes I still live in it All windows are being replaced, heating and its being insulated to the new standards. That been said I do have some good rocket science news. If decide to go with Gas heating they will eventually be swapping gas with hydrogen. That would be a great solution to heat the house if its really far enough in 10 years. Since I am doing most of it myself because its my profession I will probably not have time until KSP3. Right now I read the forums but have not loaded KSP since march 30. I grew up in this house so its worth the time and the money to do it up. Ill post a screenshot when its finished and I hope it looks fine considering it will probably cost me 100 grand That being said I plan of getting a high end PC into that buget but shh.
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Well I'm renovating the house right now and glad nothing can distract me for the next year Currently I do not even play any games incase I get the addiction.
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He is not saying its nonexisting but just saying that its very weak. He did mention it on smarter every day. I just tweeted him hoping for more details I was under the impression it would be relatively effective but if the computers can deal with it then it should not really matter for the lower atmosphere right? BTW love your centaur upperstage avatar
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I think you misunderstand. Right now we have several mods that add magnetometer scans for example to the game. Instead of using the same in sciencedefiniton they use separate ones. These are 3 examples from bluedog, Dmagic and Probesplus. As you can see all 3 have seperate IDs but they are all trying to do the same thing. I am aware they are patched use dmagics sciencedefs for the most part but it seems nonsensical not to have a separate community science def cfg too. I could make the science def but that is useless until the influenced modders like @CobaltWolf and @DMagic agree to use it. Not to mention that I myself have no idea about the rights because afterall it is their work adding all the science results. It would not even need a separate folder. Just ask the guys that manage the community resources to add a common config that would not even require any maintenance. The reason this has come to my attention is because I was doing a patch for kerbalism and realized how many patches are required. It makes it really difficult to have an overview. There is no need to have a massive science def pack with 100 different experiments but there are certain experiments that are quite common. Basically ask the big modders that have their own scienceDefs to combine them into one. The one of a kind expirements do not need to be in this proposed cfg. EXPERIMENT_DEFINITION { id = ca_mag title = Magnetometer Data baseValue = 5 scienceCap = 5 dataScale = 1 requireAtmosphere = False situationMask = 48 biomeMask = 1 EXPERIMENT_DEFINITION { id = magScan title = Magnetometer Scan baseValue = 5 scienceCap = 5 dataScale = 1 requireAtmosphere = False situationMask = 51 biomeMask = 1 RESULTS { EXPERIMENT_DEFINITION { id = bd_magScan //compatibility - gets switched to DMagic if DMagic is installed. title = Magnetometer Scan baseValue = 5 scienceCap = 5 dataScale = 1 requireAtmosphere = False situationMask = 51 biomeMask = 1 RESULTS
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Kerbalism is going to be more patch friendly with next update so I wont bother finishing the science patch now. Would be a waste of time. That being said right now it is a disaster patching all the science taking Dmagic and BDB into account. A common science def folder across all mods would make it far easier.
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Why do we not have a community sciencedefs folder yet? It would be handy for mods to all use their defs from one folder instead of making compatibility patches.
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Its 1.8.1 of KSP I have tested both version 1.1.0 and 1.1.1 of cyroengines with KSP 1.8.1 and both seem to have the same issue of roll being to weak(basically none). For me I got effective roll with the trf mutlpliers at 0.9, 0.05, 0.05. The original values basically did nothing. My test craft. no torque other than engine. BTW rescale 2x5 and kopernicus are only mods installed.