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KSP2 Release Notes
Everything posted by sal_vager
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Actually new players seem to get on with KSP just fine.
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No, there has always been the intention to have a career mode, KSP was released on Steam due to constant requests by the community for a Steam release. And KSP was never supposed to be Orbiter, it was always supposed to tread a middle ground between realism and fun which it is continuing to do. KSP still does not have arcade elements and the orbital mechanics that were in KSP from the early days are still here, but many players seem to be blinded by "efficiency", we have the option to build to excess, there is no need to always build the most efficient craft. Squad continually add more content, features and parts and yet some still complain that Squad just want to "sell more copies", well for one thing this is the games industry, selling copies is a given, and for another, Squad does care about the player base, if they did not you would not see any of these improvements, Squad would just call KSP done. As before, the only one making you use the new parts is yourself.
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Hi Ben, and welcome to the community We have a very wide variety of players from all over the world all interested in space so I'm sure you will find some like minded people here, as with any new community it can take some time to settle in. I hope you enjoy it here and have fun both on the forums and in KSP
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Global Warming: Past the point of no return
sal_vager replied to Rhidian's topic in Science & Spaceflight
[OFFICIAL MODERATOR COMMENT] Gentlemen, remember that these forums are not the place for conspiracy theories, politics, arguments or personal attacks, and the Science labs especially are a place for evidence based discussion, not faith. This thread will be allowed to remain open only as long as you all keep within the forum rules, at the point this changes this thread will be closed, thank you for your co-operation. [/OFFICIAL MODERATOR COMMENT] -
Google tracking causes "Bad Gateway" error on modders pages.
sal_vager replied to Daveroski's topic in Kerbal Network
It is well that you did not "accuse anyone of anything vaguely or overtly" as the issue is with Google adsense, not with any addon developers page or with the vBulletin software Squad are using, also this error has appeared on other pages here recently. This thread will remain here in the forum forum where it should of originally been posted. If you are so concerned then you should be taking steps to protect yourself from Google adsense, many plugins for popular browsers exist that enable this or you can edit your robots.txt to prevent it completely. If you have any further issues on this subject I recommend you take it up with Google directly. -
Source code and development process
sal_vager replied to Yoha's topic in KSP1 Suggestions & Development Discussion
Unity does multithread, but the physics can't be split amongst the cores and as the physics are 90% of KSP this becomes a performance bottleneck. Bullet and OpenCL don't integrate well with Unity currently, but this is slowly changing. And yes, the Squad logo is a chimpanzee head -
The Linux compatibility thread!
sal_vager replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
The shaders used for the re-entry effects are a problem on some cards, there is a fix for Intel Ivybridge cards that might work, back up your binary first though. Other than that reducing the render quality may help, or the re-entry effect slider, also make sure fallback shaders are off. -
The Linux compatibility thread!
sal_vager replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
Not that I know of Bedazzled, is the crash showing up in your log files? -
Source code and development process
sal_vager replied to Yoha's topic in KSP1 Suggestions & Development Discussion
There are no plans for this, sorry, KSP is built in Unity which is proprietary software, it uses C# a lot because that is what Unity uses for cross platform compatibility via Mono. The Squad code is itself also proprietary unfortunately, but Squad have deliberately tried to make KSP as accessible to modders as they could. -
What a lot of players seem to forget is that in sandbox mode there is not supposed to be any more challenge that what the player sets for themselves, all parts including the most powerful are already available and it is the players choice to use them. Yes you can just put together the most powerful everything, fly anywhere and call it a day, the same kind of thing is true in other sandboxes, such as Minecrafts creative mode or Garrys Mod. Unless players limit themselves then yes, sandbox is "easy". Career mode exists to give structure to the game, the most powerful parts are not available at the start, craft design becomes important and the player can experiment with piloting styles over construction, for an example take a look here at Stilgar2300's career game, where he is trying to stop an asteroid that will hit Kerbin in 89 days (now 5 days from Kerbin SOI). Look also at the challenge forum where people post challenges to accomplish certain things, it is rarely the biggest most powerful craft that is the most successful, the point being that we limit ourselves to certain criteria and see what we are capable of. Having ready access to all lego ever made in unlimited quantities can be fun for some, boring for others. Let others have their fun, it does not impact you but trying to limit their game because you are unhappy impacts them.
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Keep us updated Stilgar, and may the Kraken smile on your Kerbals
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Citation please. They are big parts, big powerful parts that are meant to be the pinnacle of Kerbal rocket tech, able to loft massive payloads much like what we hope the Human SLS will be like. If you use the new parts in a wider than tall asparagus monstrosity then yes, going to space today will be easy
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The Linux compatibility thread!
sal_vager replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
Hi Yoha, yeah I'd expect that as AMD dropped support for that card and older models, you could try the open source Mesa driver, it's recently had some speed improvements. -
Hmm, if you can't get the claw in time you could try either a pusher plate or using your engine thrust to alter the asteroids trajectory, if you have equal forwards thrust you can remain in place. You could at least buy time this way.
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Sounds like a nice challenge Stilgar, can you do it? Post your mission report with success or failure
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The Linux compatibility thread!
sal_vager replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
That's a yes to the first part, they transfer just fine Plugins are written in Mono so will work cross-platform too. -
Welcome to the community at last Red Fang, I started with 0.13 as well Have fun and don't forget, real men land on winglets
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Much of KSP is actually Unity code, so the Squad developers are having to put up with the optimisations or lack thereof in that code, things such as graphics, I/O, sound, even the physics. Also game assets are much larger than they were in the days of the Spectrum or Commodore, though I seem to remember many early home computers used cassette tape, small capacity floppy disks and if you were very lucky, erasable programmable ROMS. This means that they had to hold everything in memory, and aggressive optimisation was a requirement not a luxury. This doesn't mean that such methods are defunct today, but they are very different, in the past we'd use assembler, low level languages and many tricks to get everything into RAM, though the simplicity of the games back then helped, even Frontier, possibly one of the most ambitious games of the early IBM compatible PC's came on two floppy disks. These days we'd have to use different methods such as generating game assets on the fly, CPU's are powerful enough now to allow this, we could load assets from the hard disk when needed but this would be and is slow for many games, which is why we see loading screens in other titles. Everything has gotten bigger, this is the real problem, graphics are at higher resolutions, sound at higher bitrates, code is more complex and the hardware that runs it is so powerful that old school optimisations aren't needed as much.
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Same here, my craft are all low part count high efficiency designs as I am used to playing on slow hardware, even though I can load others 1000+ part creations and not have much trouble
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what the new NASA Space launch system says to other rockets
sal_vager replied to comicbstudeo's topic in The Lounge
Rockets are actually less efficient while still below about 100m/s, so getting up to speed is a must (that's what SRB's are for) I'd describe the NASA SLS as the upper limit of chemical rocket technology, I doubt there will ever be a larger rocket or one more powerful before some other technology completely replaces the need for such craft. As for the KSP version, I describe it as beefy -
Tonight, I begin my first serious project on the new machine!
sal_vager replied to Whackjob's topic in KSP1 Mission Reports
Yes, two or more claws can attach simultaneously, just as two or more docking ports can dock at once, but you do need to take care that they all attach at the same time -
Why I Really Hope KSP Goes 64bit
sal_vager replied to NeoMorph's topic in KSP1 Suggestions & Development Discussion
KSP will be 64bit when Unity spits out stable binaries (which it can do only on Linux so far) and NeoMorph, you should know how often this is asked for, this won't help it come any sooner. -
For me a "good" rocket is one that can do the job without much excess, no redundant parts, not much spare fuel, not even excessive batteries/panels. I enjoy it when I almost fail due to inefficient flying, it's fun to keep within the limitations of the craft and my ability, that risk of running out of fuel or power adds an edge to the flight that you can't get with a monster rocket.