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KSP2 Release Notes
Everything posted by BloodDusk
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When 1.1. will be out?
BloodDusk replied to gary85's topic in KSP1 Suggestions & Development Discussion
*Quickly reads through the rules* Eh...Micro modding is not against the rules. Bummer. -
How about not making me quit FIVE (5) times?
BloodDusk replied to Ptorq's topic in KSP1 Suggestions & Development Discussion
I'd say that ironically many people prefer pressing a single button than two, otherwise, this wouldn't be a feature request. -
Will I be able to monkey with the files on ps4 or Xbox 1
BloodDusk replied to 322997am's topic in KSP1 Discussion
I'd say that the biggest issue to counteract for a game like KSP on consoles is not the lack of monkey patching ability. How you make a game that's keyboard and mouse centric work entirely from a controller, which has a limited number of buttons? -
I've seen it about 4 times.
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Probably your game will work better in Windowed mode, until the UI scaling issues are solved.
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Well, IMO, it still is a pretty niche market product, much like the Google Glass. I'd say that VR is the new 3D. As for implementing said feature in KSP...Don't the game have more urgent issues that need to be taken care of, instead of focusing on what essentially is eye candy?
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Will I be able to monkey with the files on ps4 or Xbox 1
BloodDusk replied to 322997am's topic in KSP1 Discussion
Of course not. Also, I wouldn't expect mods working either or being possible to install. Allowing mods would represent a security risk on consoles (open door to run arbritrary code, debugging, disassembly, etc), at least from the manufacturer's point of view. So, you'll have to use KSP the way it came in the box. -
Support for accented letters
BloodDusk replied to StevieC's topic in KSP1 Suggestions & Development Discussion
I vote for full Unicode support. That would allow people the ability to translate the game properly to other languages. -
Expect those VR devices to go for 700 bucks or more....And, even if it was affordable, it would be a niche device that only a few people would have hardware powerful enough to use properly.
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Science gains from failure
BloodDusk replied to Matt77's topic in KSP1 Suggestions & Development Discussion
This makes total sense. Science not only happens when things are successful, but also when stuff goes wrong. -
Do something nobody has done before
BloodDusk replied to quasarrgames's topic in KSP1 Challenges & Mission ideas
Does free falling qualify as something someone has never done before? Sorry for the long video. I don't have software that enables me to speed up and slow down videos, so I had to show the whole process. -
If you make it too much like Orbiter, the 'low-key' people, which tends to be the majority, won't play it, meaning the game may not last long. A lot of people who play KSP don't even know what Orbiter is and even if they do, only a few select individuals can play and enjoy it for what it is. However, if you make the game too 'everyone and their grandma's kitchen sink can play it easily with almost zero effort', the game may peak and not last long as well, since you'll grow bored out of the game too fast. On a parallel, you could say that people that tend to push Realism Overhaul may be these people. So, IMO, there has to be a certain balance, cause neither choice is favorable to anyone. So, maybe pushing better modding tools could help while maintaining the game relatively easier to pick up for people who only want to play it kind of casually. Then you have mods for people who want more. What I would want from the game? Better optimization would be a first. The game engine it runs on tends to be its Achilles heel, with people going for mod heavy installations having to constantly fight against it to make it work. Even 64 bit can only take so much far in terms of stuff. The more functionality that you put in, the more you're reaching that memory cap, so the game may reach a point where it can't grow any further because it can't deal with its own assets.
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Can we talk about the new MK I cockpit
BloodDusk replied to Dr Farnsworth's topic in KSP1 Discussion
I also voted 'yes'. Thoughts of 'old vs new' apart, people defending the new model are ignoring the fact that both cockpits are FUNCTIONALLY different. At least two people mentioned that they had to redesign their vessels because the hatch is in a different place than the old model. So, the new cockpit is not just a new texturing of the old one. -
Weird. Now it installed. I would get a ton of errors yesterday from CKAN not being able to find it.
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CKAN can't install a few of the mods (like FAR), required by RO, so installation using CKAN is no longer possible.
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I had to find out by trial and error that all the errors I was having were related to CKAN not being able to find a mod in the given location (FAR, KAS and a few others), since this particular error only appears when said mod is the first file CKAN tried to download. If the mod that causes the error is in the middle or at the very end of the install list, it only shows generic .NET Framework errors instead when that file can't be downloaded.
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Well, if you consider that people are so used to instant gratification, gain without pain, games holding your hand all the time and other tropes of modern games, it makes sense to consider a game like KSP "mundane". There's not much action happening in it, you spend most of the time contemplating stuff or doing micromanagement similar to RTS games. Some things take a considerable amount of time (even with time warp) and can't be sped up using money. Yet, the game is something that anyone can play with little to no knowledge of astronomy at all (unlike flight simulators or Orbiter). Or maybe it's the average modern gamer that is mundane and not KSP?
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Trying to deal with CKAN shortcomings at the moment.
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Ideas for Official KSP App
BloodDusk replied to Jeanjvs's topic in KSP1 Suggestions & Development Discussion
As long as it has an Android version, it's kind of wait and see. -
One suggestion would be CKAN somehow checking if certain mods can be installed/are avaliable or something. I had an issue where one of the mods wasn't avaliable (Active Texture Management - Aggressive) and I tried to install it, only for CKAN to return errors and have to be force closed. Another thing would be adding the possibility of checking if the mod you're trying to install is downloaded already and try to install from there instead of downloading it again. You only get JIT Errors and tracebacks leading to nothing related to the error when this happens.
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Well, hello people. Geez...How to plow through these self introductions...Well, I am an individual who likes KSP and has maybe spent a few hundred hours in it...maybe. Though I'm not sure. But that's not important, is it? Argh, I'm certainly not good with these things at all... I know! Here's a KSP video I made! https://www.youtube.com/watch?v=-viP_tDHzSA Maybe that will help on the self introduction...Or not. Well, fish.