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KSP2 Release Notes
Everything posted by Elway358
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I've yet to even touch any type of plane other than about a minute in one of the stock ones just to see what it looked like. In career mode so far Ive built a base on the Mun, have 3 different space stations, explored Minmus, and did a bit of Duna roving. I see absolutely no need for planes of any type and honestly have no desire to even build one. I have all but 3 nodes of the tech tree unlocked even. I know a lot of people love the spaceplanes but for me, if I wanted to fly planes I would play a flight simulator made for that. Rockets4Lyfe!
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I think it's more a case of the opt-in advocates wanting 100% control period, which is fine if they rewrite their licenses to say that. Otherwise, they really need to go with the flow. It's not about "getting something free" or " I made this for myself." If you made it for yourself, then take it down and keep it to yourself. That wont happen because they enjoy the internet fame that comes with it. The second reason is that some of the opt-in advocates have mods that are extremely unstable and buggy on a constant basis with each release version. CKAN is an easy blame target instead of just manning up that they have a buggy product that needs work. I certainly appreciate the work of some modders but tbh, others should either change their license to suit their fragile feelings/wishes or suck it up and go with the flow. *shrug*
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Very curious about a few of those things myself. I've been wondering if they will sneak in a few KER/MJ type additions specifically for consoles to compensate for the lack of mods. I've got a pretty good guess of how it's gonna go with the typical PSN users from being a part of and gaming on it for years. Obviously the people that buy it who have already played it on PC will know what to expect. The PlayStation users who see a "fly the cool little green man to the moon" game and make an impulse buy are gonna feel like they got hit by a freight train! Maybe they planned for that and dumbed some things down. Either way, it'll be interesting to see
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Console games that lag may fail, I wont argue that, but they do exist and will continue to. A picture perfect very recent example of this is Firewatch. It has been dogged over the past week because of it's horrible framerate drops and stuttering and has been deemed "unplayable" by many reviewers yet it got through certification. I definitely don't pretend to be a PC expert and obviously you can build a PC to destroy the PS4 performance wise. What I do however know is that I have seen posts of PC system specs made on this forum that are nowhere near what a PS4 is capable of just from watching and reading many, many reviews of PC vs PS4 performance. This game lags like mad on the highest end PC's as evidenced by numerous threads on these forums at moderate part counts. How much lower do you think it's even possible to go? Limit consoles to a 100 part count per vessel? You would barely even be able to use "stock" ships and the game would be an instant fail at that point. You wouldn't have to worry about it failing cause it's laggy. I could very well be wrong but I don't see a limit coming. Ive played a lot of games on both platforms and when someone knows how to code things for these consoles, there is virtually no difference between them and a well built PC. Personally speaking, I play on about a 2 year old laptop that's nowhere near a "gaming rig" and it handles this game at the highest graphics settings better than most posts I see on here from high end PC users. There's no doubt my PS4 has way better gaming performance than this laptop and I feel totally confident it will handle the game even better(without mods of course). I guess time will tell (hopefully not too much more time!)
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First thing that sticks out to me saying it is a legit pic of PS4 play is the large size of the warp/mission timer box on the top left. That's definitely larger than mine on PC which would make sense because UI/HUD elements are obviously going to need to be larger than on PC for proper viewing on a television at a distance. Of course the size can be changed on PC as well but I personally see no reason for them to "fake" a photo like this. Seems like tinfoil hat type thinking to me...
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I think most of the concerns about parts/performance limitations are coming from people who are quite unfamiliar with what the PS4 is capable of but that's the nature of a largely PC based community. You can rest assured it will handle this game as well or BETTER than a large portion of the PCs it's being run on. I personally don't expect any additional restrictions for part count on consoles. I feel very confident in saying the limitations will be very much on par(if not identical) with PC. They're both gonna crash when pushed too far simply because the seriously unoptimized nature of this game. If anything, you will see faaaar less issues on the console because there wont be any mods. From my understanding, the biggest "improvement" coming with 1.1 is the ability to utilize a ridiculous amount of sometimes unstable mods on top of a frequently unstable base game. It's a no brainer which platform is going to have the most problems. The statements of "Sony/MS wont allow a game that's gonna crash/lagfest on their system" is a waste of breath. While of course they wont allow a piece of garbage that crashes every 5 minutes, I have had plenty of AAA titles crash throughout the Playstations history. This game WILL crash/lagfest on PS4 at certain times just like it crashes PC.
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Added a greenhouse, habitat module, and cargo bay with a mini rover to finish off the Munbeam Motel. Left an option at the end of the greenhouse wing for additions but I think I'm gonna do one on Minmus now in a different style. Some pics of the final sections together with a little blue and orange tribute for them Broncos!
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Basic KSP Mods for PS4
Elway358 replied to Sanic's topic in KSP1 Suggestions & Development Discussion
You will NEVER be able to mod this game on PS4 or XBone. Anyone thinking otherwise is absolutely fooling themselves (and maybe a few others who don't know any better). The only chance you have of getting any mod is from an update of the base game itself with the included mod, or a DLC of the specific mod or mods offered. Either way, you better believe it will go back through the lengthy, tedious certification process. The Bethesda thing for FO4 is like comparing apples and oranges. You will not be modding FO4 on a console like you can on PC. You can bet that IF and when the app is released for that, it will basically be a cheat menu of optional "mods" to activate. Not to mention that there's been virtually nothing about any kind of progress on that front since the game was announced at E3. Be realistic; If mods for this game are a big deal to you, you better plan on sticking with PC. -
adding multiplayer
Elway358 replied to wolf creates16's topic in KSP1 Suggestions & Development Discussion
This game would need to be optimized BEYOND BELIEF for multiplayer to even come close to working properly without massive frame rate lag and crashes galore. I really enjoy this game but let's be honest, It's one of the poorest running/performing games I've played in a very, very long time. I know 1.1 is supposed to improve the performance greatly but I don't see it being the miracle worker a lot of people here are expecting. I certainly don't see it optimizing the game to the point of making multiplayer a viable option at this time. Combine the horrible/frame dropping performance of this game with network latency?...yeah, NO. I'll use farming Simulator 2015 again as an example. That game runs infinitely better than this with hundreds of parts, mods, etc, but just try to find a playable multiplayer lobby. Once you get three or 4 people in a lobby with all their parts, vehicles, mods, etc. it's just a hair above unplayable.- 367 replies
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Added a research wing to the base today and decided to name it "Munbeam Motel" cause why not Gotta add a couple more wings still to fulfill the 12 kerbal capacity contract requirement. Used the same launcher stages from before but this time had a good bit of fuel left in the second stage orange tank so I just brought it down with me. As you can see from it being a little ways off, things got a bit ugly when I decoupled it but I managed to sort it out and get the sections hooked up. Wishing I would have put a claw on the original mobile miner section so I could suck the extra fuel out of it but I guess I'll build a little claw rover for cleanup later. I got a feeling that wont be the last of the junk that gets left during this little adventure P.S. These Kerbal Planetary Base Systems parts are too awesome!
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Mornin' everyone. I made myself a few flags to use and everything went easy and they can be used inside the building facilities for missions. I am wondering if there is a way to reset one of them as my default flag without restarting a new save to get that flag selection window again? Thanks in advance for any help
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Elway358 replied to cybutek's topic in KSP1 Mod Releases
I could have sworn I looked and looked and didn't see a settings file but yeah, it's there >.< That did the trick. Thanks so much for the reply! -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Elway358 replied to cybutek's topic in KSP1 Mod Releases
Thanks for this great mod and the updates. I just updated my install a few minutes ago and everything works fine but I do have a small question. I just removed the entire existing kerbal engineer file from my KSP gamedata folder and put the updated one in it. The only tiny issue I had was I had to re-add a few lines of info back to my floating huds to get them back how I had them and change back to partless mode(basically put my settings back how I had them). This is extremely minor things to have to redo but out of curiosity, is there something I can do to retain those settings when I update to a new version? Thanks very much for any info -
So I finally decided to get brave and build a surface "base" to land on the Mun. I really just started throwing together pieces from the KPBS mod messing around with it on kerbin and decided after getting It to handle pretty well, it was time to try and launch the beast. I basically just guesstimated the fuel and stuff I would need and wrapped the top mess in a fairing. I had to strut the living heck out of the top to keep it from waving back and forth and popping out of the fairing. slightly off topic: I think using a docking port as a separator between my lander and the lifting stage caused a lot of the need for strutting but I have no idea how to add a docking port for future use and then add the lifting stage without hooking straight to the docking port or hook a decoupler straight to the docking port(adding sway/looseness either way) Any tips on this would be awesome. Anyway, after strutting it up, she launched up a whole lot better than I had expected and I think I guessed pretty decent on fuel. Things got pretty freaking dicey and I finally managed to put her down after a handful of F9's and without mechjeb(cause I totally forgot to add a module during the build) and only lost a small spider engine that was recessed in the bottom from the thing flexing and smashing the nose a bit hard on touchdown.. This thing was a handful for me to land and I'm sure it is a really inefficient build so I'll need to look at some stuff before I try to launch any additions to it. Never the less, I got 'r done! Here's a link to the album with a few more pics of the flight/landing http://smg.photobucket.com/user/elway358/slideshow/Mobile%20Munar%20Mining%20Station
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What do they mean by "Auxiliary Lab" ?
Elway358 replied to Elway358's topic in KSP1 Gameplay Questions and Tutorials
Exactly. The auxiliary part I could have been ok with (even though I still would have worded it as "additional" rather than auxiliary) but yeah, the way it's worded leaves one to believe that there is such a thing specifically named "auxiliary research lab." At any rate, problem solved. -
What do they mean by "Auxiliary Lab" ?
Elway358 replied to Elway358's topic in KSP1 Gameplay Questions and Tutorials
Just a follow up to update that adding an additional Mobile Processing Lab did in fact fulfill the requirement for the contract. I had planned on just detaching after the contract completed but after thinking about it, I decided to just let it hang out on the station until I get brave enough to make a munar surface base and then toss it down there somehow. I did try to use it for some additional processing of data but I can't seem to get it to cooperate. I've moved both scientists into it from the original one but still no deal. I have some experiments with about 175 data points to send over sitting in the little lander but my original one is sitting at 395/500 already so I'll just have to hold onto the data till the level goes down some I suppose. I just stuck the new one on the end. Not too pretty but it worked -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Elway358 replied to cybutek's topic in KSP1 Mod Releases
Oooh, I gotcha now. They're basically a further level of customization if you choose to lock KER behind the career progression. Thanks for the info! -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Elway358 replied to cybutek's topic in KSP1 Mod Releases
I've been using ckan to install any mods so far but I noticed this wasn't on the ckan list so I decided to manually install it since the instructions show it as a really simple 1-file copy/paste. Everything installed no problem and works great but I have a question that I've searched all over for and can't find the answer to. In the settings menu there is an option just under flight engineer activation mode titled "Flight Engineer Career Limitations." The two selectable option buttons are Kerbal and tracking. I know how the activation mode works but what exactly does this career limitations option do? Thanks for any help -
I totally agree with this and I have used mouse/kb with my PS4 to play many many games that gave you the choice of either and was really looking forward to being able to use them on the PS4 version of KSP. However, after asking about this on last weeks dev note twitch thing, I'm no longer at all confident that this will be an option. I basically got a vague answer to the tune of it being difficult to map over controls to the controller and it would be more work to then "map them back" for mouse/kb support. Basically "it's too much work and trouble." I still have a slight bit of hope that they just didn't want to say too much, but the tone of the answer I was given tells me they will not put the extra effort in to allow mouse/kb which is definitely disappointing. The console/hardware is 100% able to use them to their full capability but if the dev doesn't want to put forth the effort, then it's useless. If it does release without mouse/kb support I'm sure the blame will be placed on the consoles capability when in fact, it should be placed squarely on the dev's lack of effort.
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Missing Some Parts From USI Kolonization Systems
Elway358 replied to Elway358's topic in KSP1 Mods Discussions
I'm honestly not sure if you're genuinely that ignorant or if you're simply holding fast to your "holier than thou" attitude regarding use/knowledge of mods but you're in a sad state as a "developer" my friend. I can assure you that a large number of users who install and use your mods have no desire to know how it's working behind the scenes or what file goes where. They want to easily and simply install and enjoy the mod for what it is supposed to be and do. Obviously there are those who live and breathe the inner workings of these game modifications but you're fooling yourself if you think that everyone using these things cares beyond the fact that they are working or not. Even though the console version almost certainly will not support any type of mods, there will absolutely be many gamers coming to these forums looking for support who are used to hitting a button and going on with their game, not worrying about how some code works behind the scenes; I'm eternally thankful on their behalf that they will not need to deal with you for support as they wont be needing any mod support. I hope for your sake as well that your game development aspirations do not go beyond small niche games and modding because you have a lot to learn about the average video game consumer and in giving support in general. Keep that luck for yourself my friend, you'll be needing it. -
Missing Some Parts From USI Kolonization Systems
Elway358 replied to Elway358's topic in KSP1 Mods Discussions
LOL wow , umm ok. Then ignore my post? Really flippant attitude towards someone who is trying to use/support your mods tbh. Not to mention that ckan is a stickied "product" that is obviously supported by this forum. TL;DR, Your attitude towards new users who aren't into the "modding scene" and simply want to enjoy the content you've created sucks. I'm sure with the attitude you've displayed in your response that you wont care, but I definitely will not be using these USI mods and will urge others who aren't "mod experts" to avoid them as well. Good day, and please feel free to ignore any further posts from me for support. -
Missing Some Parts From USI Kolonization Systems
Elway358 replied to Elway358's topic in KSP1 Mods Discussions
I get what you're saying and as far as things like learning how to launch, orbit, dock, etc before slapping on some autopilot(mechjeb), I totally agree. However, I have to respectfully disagree on the mod end of things. I honestly have no interest in learning where mod files go or how they're "properly" installed. I want a simple to use, user friendly interface to install things like this which is what ckan has provided in all cases except this one mod so far. I do very much like the look of those USI parts so I may go through the hassle (to me it is a hassle) of trying to get them installed manually but in general, I'll just simply delete the mod(using ckan) and move along if it doesn't work properly after I add it through ckan. *shrug* -
Missing Some Parts From USI Kolonization Systems
Elway358 replied to Elway358's topic in KSP1 Mods Discussions
That freight tab is the only new one it added so evidently something didn't jive correctly. I chose ckan to install all these mods because of how user friendly it seems to be as I'm not really a huge pc gamer and don't mess around with editing files, etc. I suppose I'll just delete the USI stuff for now until I can read up on trying to install all that stuff manually. Thanks anyway for the reply -
Hey guys, I was looking over some cool parts add on mods and have been curious about all the Mechjeb talk so I decided to download a few mods to play with. However, I'm having a problem finding some of the parts from the Kolonization mod(inflatable buildings). I'm seeing all of the Kerbal Planetary Base Systems parts and some nuclear reactors and a bunch of storage Kontainers under a new tab in my construction buildings which I assume came from some USI dependency I had to download. I am using v 1.0.5 with stock tech tree. All mods have been installed using ckan and are as follows: - Kerbal Planetary Base Systems - USI Kolonization Systems (MKS/OKS) *USI Core *USI Tools *Firespitter Core *Community Resource Pack *= Added as a dependency with USI Kolonization - MechJeb 2 - ModuleManager - Take Command Those are the only things installed just as listed on the ckan GUI. I have looked carefully through all my unlocked parts as well as the tech nodes I haven't unlocked and don't see those little inflatable buildings anywhere. Any ideas what's going on? Thanks for the help and info!