JohnF
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I hope lots of people buy this DLC and Squad makes a lot of money. I am sad though, because I am starting to think we will never have stock clouds. DV/TWR I can deal with, with RO/Real Fuels I'd need Mechjeb anway. That we'll always have to deal with modded, sometimes glitchy, always bad performance-to-visuals ratio clouds makes me sad. (EVE is great and I appreciate the work that has gone into it, but it seems like it's never gonna equal what something that people with access to the game's internals could do.) Being in space with no clouds makes the game still look unfinished to me.
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- expansion
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I am so, so glad KSP is being localized. I have no disappointment about that and I understand it had to be a terribly hard job. Localization is hard anyway, this involves technical language that can be hard to get right even your native language and even by experts sometimes. It certainly seems like a far harder task than a typical localization effort, not even mentioning all the coding it took. I am just disappointed that this announcement wasn't about the plans for 1.3, which were hinted at being in the works months ago now. Just hoping they'd throw us a bone and give us some idea about what direction they're even thinking of going now that they have a mostly new dev team and so many issues have been wrapped up in 1.1 and 1.2. Edit: Or is the naming scheme changing now and they're calling the pre-release of 1.3 "1.2.9"? Cause we didn't get, "1.1.9" before "1.2," etc. It's always just been a pre-release version of "1.2" or whatever. Because if 1.3 is just bug fixes and localization, then I'm actually super disappointed, and there doesn't seem to be much interesting on the horizon at all anymore with this game. Maybe it really is dying.
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* Change default eva light binding to not clash with translate left. Thank you. I gave up on not having to do this myself like 3 years ago
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KSP expansion packs confirmed
JohnF replied to Gaarst's topic in KSP1 Suggestions & Development Discussion
I will get the DLC for free but I'd relish the chance to give Squad a bit more cash to continue to fund development. I paid $18 bucks (not on sale) for a game I have played for thousands of hours. I've bought the PS4 version for $40, even though it's comparably unplayable, just as way to pay Squad a more reasonable amount of money for this game. I am of course a little sad about the recent brain-drain, but I'll still throw money at Squad any chance I get. More KSP please. -
The only time I ever care where I bought KSP from is on release day, and then I'm glad it was Steam. (Actually I bought it before it was on Steam and transferred it over.) KSP is DRM free, most KSP-vets would never mod their main install (much) and have separate installs for whatever mod combination they are running at the time. And when release day comes, I get the new version a few seconds after they launch. Its telling that Squad devs use Steam to distribute their dev builds.
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It's already been covered earlier in the thread: the physics in Minecraft are superior; there's no orbital drift, for one thing. If you could orbit something in Minecraft the orbit would be perfectly stable, and would not deviate, just like real life orbits. Also, the bugs are so bad it's almost unplayable. Why wouldn't Squad look at Minecraft, the example of a bug-free game (with great optimization) and try that? Maybe Java would be better than Unity for this physics stuff that Kerbal does uniquely poorly. It's weird that literally every other physics game out there where you can go to orbit at approaching realistic scales and velocities, that keeps track of the generation, flow, and shedding of heat through internal processes, convection, conduction, and radiation, where you can arrange a bunch of parts with function in almost any imaginable combination and then the game attempts to apply aerodynamic forces, thrust, etc, to the craft manages to do this without all the bugs and compromises. I mean really, can anyone think of another example of game that has these features that wasn't executed far better than KSP? I can't think of one. QED.
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That's no problem, just download some more memory!
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Kerbal Space Program 1.1 Hype Train Thread.
JohnF replied to Whirligig Girl's topic in KSP1 Discussion
If you go to Twitch right now and search everyone playing KSP, lots of randoms are playing 1.1. So is the entire experimental team now doing public streams or releasing SS as seen above? Or is there a way to get the 1.1 prelease that isn't just opting in on Steam. Cause it's weird that random people who are not on the media team, are not regular Kerbal streamers, and have no following are streaming 1.1. Do I have to go get 2 people to watch me Twitch stream to get access? -
The Unofficial News About KSP Posted On Other Sites Thread!
JohnF replied to Robotengineer's topic in KSP1 Discussion
This isn't news. No one has reported that this is a feature. It may have been mentioned by Das, but if so only those who watched him know. As far as anyone else knows this is Free IVA and Squad are once again, not just shooting themselves in the foot, but using a shotgun to mangle their entire lower leg by tweeting to a mass audience a series of screenshots of 1.1 that heavily imply to the average person, who doesn't know about Free IVA, that this is a stock feature, despite the fact that it has never been mentioned anywhere. Unless it really is a new feature, which would be pretty crazy to show off via a few tiny screenshots with no other information. So I think either option makes the same amount of sense. Unfortunately there's no clear line of communication about this stuff to the community. -
Not saying you're wrong, but you may want to consider the floating point errors in the tiniest decimals of the orbital parameters which I think have a bigger influence here and in almost all subtle physics behaviors in KSP.
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The funny thing is that mundane originally referred to things belonging to 'mundus' - Latin for 'world' specifically separating them from 'heavenly' things. So the implication is that there's nothing 'celestial' about KSP.
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[1.0.5] RSS Planets & Moons expanded v0.12.0 Sedna is finally here!
JohnF replied to pozine's topic in KSP1 Mod Releases
Can't wait for the 1.0.5 version. Thanks for your work. -
I want to report to add to the general information out there about this. I tried this a long time ago, never worked for me, bad artifacting if I remember. I got a new video card about a year ago, an R9 270, and only tried it again the other day. It works great for me now. It cleared up the artifacts in Scatterer and has AA, good frame rate, etc. My RO/RSS is under 2GB with 4k textures, no ATM, and full res texture setting in options. (No RVE though.) One problem though, the memory usage "pulses" during load/unload and it will crash at those points if I have too many parts in the install. It's kinda sad because I can just lump in all of Raider Nick's stuff without pruning on top of everything else and it's still under 2GB until a scene change.
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Haven't played in a couple years : is hard-docking possible yet?
JohnF replied to SomeGuy123's topic in KSP1 Discussion
If you think the wobble in KSP is unrealistic, you should try in Realism Overhaul without superpowered reaction wheels to stabilize your craft. I bet you'd have less trouble if you tried to design a more balanced craft and used a reaction wheel or two. Lots of people consider docking to be the hard part of KSP, but with practice the multi-dock thing isn't bad. Also, here's the trick to large loads linked together with docking ports, the same semi-trucks use: pull, don't push. You can pull a noodle, you can't push it. Frankly one 2.5m port for each module and a pull-tractor style design is usually enough. -
Killing your Kerbals: does it make you feel bad?
JohnF replied to Boris_T_Roach's topic in KSP1 Discussion
I read "better" instead of "bad" and I was going to say, "Only a little."