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Everything posted by BloodDusk
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Feature or bug?
BloodDusk replied to BloodDusk's topic in KSP1 Technical Support (PC, unmodded installs)
FAR will happily make your Kerbal terminal speed +200 m/s. In my tests, falling from about 4 Km high, they reached 285 m/s. -
Feature or bug?
BloodDusk replied to BloodDusk's topic in KSP1 Technical Support (PC, unmodded installs)
After some testing. The Kerbals have to be standing up, otherwise, they die. If they land anywhere else other than on their feet, they die. FAR makes the Kerbals behave more like they should be, but increases the terminal velocity drastically, to the point that you can see aerodynamic effects on the Kerbal. How the Kerbal land doesn't make a difference on FAR. They die both ways. -
Feature or bug?
BloodDusk replied to BloodDusk's topic in KSP1 Technical Support (PC, unmodded installs)
The main issue with trying to reproduce these things in said gaming conditions is that is not possible to change the one thing being changed whilst testing without relying on tools like Hyper Edit to keep the conditions exact. You could save, However, some mods can break saved games if the save was made before said mod was installed. But sure. I can test that. -
But that's one guy specifically. You could say the same thing about Mikhail Kalashnikov. He wanted to do farm equipment and things to help people instead. Sure, these people had their past haunt them for the rest of their lives, but trying to sugar coat everything is a bit dull. At least give people options. Plus, these types of weapons have other uses besides military use. For example, bombs are used in mining, which is a mechanic present in KSP.
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Open beta test before 1.1
BloodDusk replied to marcello639's topic in KSP1 Suggestions & Development Discussion
Probably just people like Scott Manley, HOC, etc. test these things. -
Mood music for each planet or moon
BloodDusk replied to capran's topic in KSP1 Suggestions & Development Discussion
I would volunteer for music making for KSP as well, but, music seems to be a secondary feature. An extension to that would be different musics for each biome. -
adding multiplayer
BloodDusk replied to wolf creates16's topic in KSP1 Suggestions & Development Discussion
Since the introduction of a working multiplayer model using the Dark Multiplayer mod, multiplayer is a planned feature for KSP, much like other mods that introduced other features and now are part of the main game (i.e. Subassembly Loading, Fairings, Listing of vessels, EVA, etc.)- 367 replies
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Anyone Else Recently Build A Bad@** PC in Reponse to upcoming 1.1?
BloodDusk replied to scribbleheli's topic in The Lounge
You all know that the only pc that can run KSP properly is a maxed out Music Computing CoreMC: -2x 18-core Intel Xeon E5-2699 2.3 GHz -1 TB RAM -26 TB SSD -3x nVidia Quadro M6000 GPUs Then maybe you can use all your mods without crashes. -
Since when we stopped using weapons in KSP? We're just using missiles and stuff that would originally go into ICBMs, warheads and fighter planes, bombers, etc. for a different purpose. A screwdriver remains a screwdriver, even if you hammer nails with it.
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Feature or bug?
BloodDusk replied to BloodDusk's topic in KSP1 Technical Support (PC, unmodded installs)
Why it shouldn't be changed? It doesn't for purposes of this forum. Adding FAR will qualify the game as non-stock. They're bad. Much like some new mechanics recently introduced to keep people from making mistakes (i.e. 'Cannot activate engine while stowed'). And, if something like that has existed for several versions already, I don't think a new aerodynamics model will solve it. Cause, this feels like a lackluster solution to not include Kerbal parachutes in the game. -
Feature or bug?
BloodDusk replied to BloodDusk's topic in KSP1 Technical Support (PC, unmodded installs)
So, killing Kerbals is okay as long as you can't see them becoming a puff of smoke. Since when KSP become a SWJ game? Keeping this makes as much sense as justifying keeping the stowing mechanic mentioning elsewhere to keep people from making mistakes. Kerbals have been dying from 10+ versions now. Why change it? Adding FAR doesn't count as a valid test variation, because mods can change game mechanics. -
Feature or bug?
BloodDusk replied to BloodDusk's topic in KSP1 Technical Support (PC, unmodded installs)
As long as your reentry speed is not that high, I can replicate that free fall from as high ~98Km and it works as prescribed. When I first started mucking with it, I tested various different heights, increasing the height little by little. -
Feature or bug?
BloodDusk replied to BloodDusk's topic in KSP1 Technical Support (PC, unmodded installs)
Well, thanks for reminding me to not post any other bug reports in the future. Thankfully, it was on the first post I did in this section, so not much time was wasted on my part. -
Feature or bug?
BloodDusk replied to BloodDusk's topic in KSP1 Technical Support (PC, unmodded installs)
Then explain how a Kerbal can slow down his own fall to 30 m/s? -
Feature or bug?
BloodDusk replied to BloodDusk's topic in KSP1 Technical Support (PC, unmodded installs)
When every other body affected by gravity does not exhibit this behavior, maybe? Maybe add parachutes instead, since the deceleration is almost the same? -
Open letter to Ksp
BloodDusk replied to 322997am's topic in KSP1 Suggestions & Development Discussion
That is correct for CUDA, but not for PhysX. -
Will I be able to monkey with the files on ps4 or Xbox 1
BloodDusk replied to 322997am's topic in KSP1 Discussion
I hope they don't. Console ports are never made well. -
Well, I mentioned this when I introduced myself and on one of the challenge posts. This is done on stock game and works on any altitude up to about 92 Km. I didn't test all possible outcomes but, It works landing on water and land and, as long as your Kerbal's feet is facing down, it seems.
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Open letter to Ksp
BloodDusk replied to 322997am's topic in KSP1 Suggestions & Development Discussion
Something else. If you don't have a nVidia GPU, CUDA and PhysX are offloaded to the CPU, which is exactly the same as what we have now. -
Open letter to Ksp
BloodDusk replied to 322997am's topic in KSP1 Suggestions & Development Discussion
Considering console port...Maybe it's time to consider making a dedicated engine for KSP? -
The most frequently used words on KSP reddit
BloodDusk replied to Evanitis's topic in KSP1 Discussion
Aww...A funny thing would be if the big words ended up spelling 'When the next version will be released?" -
Open letter to Ksp
BloodDusk replied to 322997am's topic in KSP1 Suggestions & Development Discussion
Maybe some physics calculations could be offset to the GPU? No, I'm not talking about CUDA or PhysX.