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KSP2 Release Notes
Everything posted by sal_vager
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This might interest you Stevehead. No, not by any means. Our UI overhaul will indeed support development of a console-friendly UI, but that will be for the console version only. The PC UI will work just the same as it does now, maybe even get a few improvements for itself in the process. Remember, KSP is a PC game being ported to run on a console. The port is branching off the main PC development code, not the other way around. We did need to work together for the Unity5 part though, because that affects everyone. Cheers heng, adding more Krakens to the game, for every platform, would be a nice suggestion, as currently there's only one deceased Kraken on Bop
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What are the two blue icons on maneuver node?
sal_vager replied to Sharpy's topic in KSP1 Gameplay Questions and Tutorials
Hi Sharpy, they are for moving to the next and preceding orbit, basically forwards and backwards in time and the buttons have a "-" and a "+" on them Ninja'd by A_name! -
They are examples of other things that actually subtract from development time, others would be travel and meetings, neither of which are development or would you like the developers to sleep in the office? Your example has no merit or basis in fact, just supposition, as the PS4 port is being developed by a 3rd party any reduction in development on KSP would be minimal. But of course you can argue semantics here, and claim your point is valid if even 0.01% of a days development time was expended on discussion with Flying Tiger games, but that would be absurd, so my examples didn't need to be any more valid
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Not according to Squad. Having lunch or going to the toilet means means less development time spent on game content...
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How Squad could have prevented the entire PS4 fallout
sal_vager replied to ShadowZone's topic in Kerbal Network
Maybe Shadowzone, though I think he was still on the way back at the time, I don't know about him but I get car sick when trying to type on a phone in a moving vehicle. -
Cross post but relevant.
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Eh yeah, though that's hardly the worst I've seen people try to post here, actually quite benign, it's just anatomy.
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Thing is, if Squad had been dissuaded from other formats back around .19 / .20, I'd not be playing KSP on Linux now, and many players wouldn't have an OSX version either, and neither of these versions has impacted the core development. That's a lot of gamers that could have been alienated by a Windows PC only release, that's lots of members we'd never have met here, lots of modders who's works extend KSP that we enjoy using. Actually if community backlash had caused Squad to cancel their plans for a Linux version and it stopped working in Wine, I'd not have remained interested in the game and would have moved on. So I think that porting KSP to PS4 is a good thing in the long run, it'll bring new and excited players that'll keep the communities fresh, it'll encourage some to try modding on their PC, it'll show console owners that there is more variety than the shooters and casual games that dominate those platforms. And why stop at the PS4? Xbone support, via the same or another 3rd party could spread KSP even further, KSP already works on SteamOS thanks to Squad exploring other formats, so we'll see Steambox owners enjoying firing Kerbals into space. Unity5 also supports the WiiU, and don't forget the original design for KSP was a 2D side view game, it'd be nice to see that on phones one day. So I think this is a good thing, but it'll take time to see how it pans out.
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That's okay razark, and you may not believe this but I do actually value your contributions here too, you've often come out with a thoughtful post. But anyway I was going to post a link to this in response to Jon144, yes definitely criticism should be explained or it has no more value than fanboyism.
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[0.25] NEBULA space engineering - EVA handrails pack
sal_vager replied to Krasimir's topic in KSP1 Mod Releases
Yep, as the module manager patch doesn't contain any content from the original addon, and can be provided with it as long as the original remains in unmodified form when distributed, it's allowed by copyright law to bundle the patch with the original work, the end user can apply the patch if they want, and still has the original. Sidenote, the mods had to read a lot of copyright stuff, "fun"... -
Those things are dealt with, as are unfounded claims, slander, generally being an arse. I'll bring up an example here, regex, he's been quite controversial and frequently criticises Squad, but he's still here and hasn't been banned, why do you think that is? I'll tell you, regex, unlike some other members who claim to be unfairly censored, actually backs up his claims and doesn't make crap up, he criticises but he's never angry and confrontational when he does it, and while he may be a bit of a pain at times, and knows it, he's still a valued member. You don't see him complaining about censorship, he knows this is Squads house, and he knows how to behave, so even though he criticises his posts are welcome here. Quick edit: Some people will scream censorship if any of their posts are moderated for any reason, as they can never accept they might be the one causing trouble
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We do aim for a light touch here as much as possible, rather than act like police enforcing laws we prefer to act like firefighters dealing with emergency calls, though if we see smoke we'll investigate. Trouble is there are things no one really wants to see, such as two members turning an interesting thread into their personal battleground, or stalking and harassing each other in other peoples threads. It's also helping no one when members flat out lie about stuff to get others worked up, or complain about "censorship", by all means criticise but back up your claims or take a hike. Too much moderation would be where the moderators think they are basically "the community" and in charge, and just impose their views on others, but that stifles discussion and I like to see varied discussion here. On many sites the moderators are pretty much "us v them", and are very much apart from the community, rather than being a part of that community, and as a player and member I don't like or want that, so I encourage all the mods to participate, as I think it's better that we're all seen to be here for you guys, not here to just slap members with rules. I've been on sites where the moderators just enforce rules with no consideration or thought, and it's not fun, stuff like that drove me away, so for as long as I'm here I'll work to keep KSP forum moderation pretty much as it is now, with all the moderators drawn from this community so they know it and care about it and its members.
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what makes people use 64bit (and how can we avoid it)
sal_vager replied to Mulbin's topic in KSP1 Discussion
If the 64bit build works without issues not apparent in the 32bit version, Squad will support it, absolutely, and with the U5 64bit editor any 64bit oddness can be tracked down. 64bit already mostly works, but breaks career, and Squad can't have that. -
Well, I use Linux, so it's a bit easier to deal with viruses, but I used to use AVG, though I'd alternate between AVG and Avast!, whichever being the least annoying at the time. One thing to bare in mind, running two anti-virus programs together is a great way to lag your system.
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Good luck with zero moderation and all that brings, have fun with all the [Moderation team infighting], spambots, Thai brides and ...., I hope your parents don't walk past while you're on that site Oh and have fun with the personal attacks, the fighting, useless arguing, and other stuff not even tangentially related to KSP, games, science or even sanity You're going to need moderation, not at first but in time, as the Steam forums, Facepunch, somethignawful, and even 4chan have learned, only difference is theirs are less visible
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The music fits perfectly, great stuff
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-nolog option doesn't work?
sal_vager replied to cicatrix's topic in KSP1 Gameplay Questions and Tutorials
I dunno if it's that much, the file is left open and constantly seeing single line writes, and from testing by others in the support section it doesn't look like file access is causing the lag or stutter issues, even for modded installs. One of the biggest causes of lag seems to be the Unity garbage collector, it's job is to free up memory that was allocated to stuff by the C# code used for much of KSP by the devs and for plugins made by modders. Unfortunately it seems unfixable, at least in Unity4x, but if anyone who uses Unity has an idea how to deal with it I can pass it along. -
-nolog option doesn't work?
sal_vager replied to cicatrix's topic in KSP1 Gameplay Questions and Tutorials
-nolog should stop the output_log.txt, or player.log, but doesn't prevent the KSP.log from being written, there's no way to disable the KSP.log at this time. -
Drama llama, I like that one. Oh and I can help with the "staying on topic" business...
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Need your own thread moved or locked? Post here.
sal_vager replied to Rich's topic in Kerbal Network
Okay I'll do that now. -
It's like they saw the future, or asked for it. Aren't you glad it's not announced for Xbox? [Link] [Link]
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Hate to make you feel worse newblar, but this is going off topic, so can everyone please stick to the topic of the thread, thank you.