Leopard
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KSP2 Release Notes
Everything posted by Leopard
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Are we finally Happy? i'd like to know.
Leopard replied to AndyChilly's topic in KSP1 Technical Support (Console)
controls will take a bit of getting used to - especially the throttle adjustment, hopefully thats switchable to behave normally not 0 or full with fine control needing a modifier. Its more 'unlearning' stuff though really so far. Q: in the VAB when you remove a component, how do you delete it? can remove from the craft, but it just hangs there Otherwise so far so good, will take a while to get used to how stuff works now but it seems to be working. of course it took a while for the bugs to become apparent last time- 42 replies
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Stops it automatically overwriting the current one most likely
- 25 replies
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- ksp enhanced edition
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Careful usage of either the mute button, or turning off the in game music coupled with a seriously excessive sound system nearby?
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Agree on this, would be nice to have more to do elsewhere as well, like say after you've done something then "others" follow - so say a resupply contract to a third party space station. But a bit more actually on Kerbin would be good, developing things at other locations and the ability to actually build up and customise the layout at KSC would be nice - e.g. say a second runway at 90 degrees to the first if desired. On that note would also like an option with spaceplanes to "taxi" to and from the runway to the hangers
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see what we end up with when it comes out, Squad have mentioned 1.2.2, would assume anything beyond that around localisation that could be included will have been - or that the groundwork for it will be there so adding it later isn't a case of re-writing anything. its been broken some 18 months, will see what happens when it lands /cynical
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Do we know if the release is aimed at the baseline PS4 & Eggbox, but capable of taking advantage of the updated ones?
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sort of, more a land management/resources thing. think you start with "x" funds, there are maybe three or four locations you could pick to start at - the current starting KSC, a larger site perhaps but one where maybe you won't have the SPH and runway to start with due to lack of funds, one where maybe you can start with the VAB upgraded and the pad likewise to the second level but don't have space for SPH/Runway. Also the option to start with a more restricted site but more actual funds initially. Then add various upgrade things that can do "things", e.g. extra R&D capabilities maybe (allowing improvements in engine efficiency or weight reductions maybe), or elongate the runway and add approach lights. thinking of things you could bring in - "simulator training complex", providing some sandbox capability within the career game - "R&D" as noted above - "Rover test track/arena" - extra comms ground station - purchase a second site, e.g. to use as a space plane recovery site
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wonder if you could almost run a bit like the theme park games with the space centre - you have "x" funds to start with, pick a location - it has a limited amount of space - you then buy the start buildings you want (or all in sandbox modes) - maybe you can pick a good location, but not be able to afford to put much there, or accept a worse location for more funds left etc.
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using the current eggbox version... crewed landings on Mun and Minmus with successful returns Crewed orbit of Duna with a return to Kerbin orbit, gave up trying to land back on Kerbin due to "issues" with the console game As above at Eve Probes to Mun, Minmus, Eve, Duna and Jool
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Good news, hopefully the extended testing means it will be in the wild for at least a few days before someone finds a way to break it and even then the more trivial stuff actually works... Looking forwards to a restart
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Don’t think “mods”, “mods” change the game and thus are bad. think “DLC”, “DLC” changes the game, and thus is good.
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Against mods here because as a console player with an eggbox I have enough trouble playing the basic game, never mind the mods I can't use *spits dummy* Otherwise I'd be experimenting with as many as possible and cursing that I lacked the time to have a go at writing one
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What's the first thing that you do in KSP? Your first craft? How's it?
Leopard replied to ARS's topic in KSP1 Discussion
First craft tends to be pretty basic, more or less the same now on a new save (or will be when the eggbox version update is released), dubbed "Lawn Dart" - think a flea, mk1 pod, parachute and three fins, plus a pair of goo pods. It goes up, it comes down, somewhere, SCIENCE! on the way up and wherever it lands. Gets modified to a "heavy" version with the materials bay as soon as its unlocked, tend to retain the engine as a crumple zone for landings -
hoping this works, if shortly after release we see the sort of issues the previous version had - i.e. stuff thats obvious to anyone who actually plays the game for a length of time there is going to be serious egg on face
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Replaced with the indented bug that prevents placement at random regardless of controller set up? cynicial? Moi?
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Have they said which 2018? /cynical also I note 1.2.2, not 1.3, so presumably not a unified code base? So guessing two years before it gets an update?
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A test beta open to those who already own it, not on general sale, once squad _think_ it's largely done for a month or three before a review prior to general release would be good. as would coding in a crash reporter the user can invoke when the game locks up to provide further feedback maybe a debug menu showing stuff like frame rate, memory used etc as a screen overlay
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never mind early access, at this rate the Xbox one version will be available for the museum curator to play on the last surviving working one. Though they will probably find it still doesn't work
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"It will be done when its done" Batpucky, if there isn't a schedule here then there isn't likely any other plan. Squad indicated this would be released "early next year" in 2016, the we are approaching the end of 2017 with still no sign, no announced expected launch date indicates either something has gone seriously wrong somewhere or there wasn't actually a plan in the first place. I mean seriously? the Xbox at least is basically a low spec PC these days, port the Xbox controller to the PC version and get the interface working there, back porting to work without a keyboard shouldn't then be too complicated - or make that little plug in keyboard thingy a requirement for accessing stuff like action groups etc and just leave the controller flying things and moving the cursor. Basically get the stuff required for console compatibility baked into the main code, then the update cycle is a lot easier, the delays become the console certification process (so maybe have a round up every six months or so about the x.x.1 release level) Getting beyond a joke to be honest now, how the released (maybe escaped) version got past QA in the first place still has to be answered, if this was a freebie or maybe budget 'app' on a mobile you could get away with it, but a commercial game release thats essentially unplayable, and still unfixed with no sign of a fixed release after this long? get a grip
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Tried to bring my "Duna Express" mission home, starting in an elliptical inclined Kerbin orbit where it returned from Duna. after about two hours of gaming I have now given up. Can get the craft to a nice circular LKO, but after half a dozen attempts every single time results in the game "locked" to the craft and unable to return to Kerbin so as to send up the crew return craft to meet with it. Games known to be broken, still waiting for the "early next year" patch to sort this out, for over a year now..
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What was the hardest decision you ever had to make in this game.
Leopard replied to 322997am's topic in KSP1 Discussion
Keeping playing on an Xbox count? -
got bored, Mrs L was asleep so torturing wood in the back room was out*. So despite the issues fired up the eggbox. I have a Duna orbital lab in LKO waiting about three more flights of a fuel rocket, also sitting in orbit is a smaller 'express' ship, its mission. take five Kerbals to Tuna (orbit only), let them all EVA for experience, grab any science I can from orbit - drop off the science bits as a satellite and then return... only having to pause to reload half a dozen times we managed to get the small ship to Tuna orbit and with only a few more reloads its now back in an irregular Kerbin orbit, gave up reloading to get it into a low orbit, thats for another day. Oh to be able to play this game without having to repeat just about every burn two or three times to complete it without the game locking you to the craft and failing to save progress... * wood, not cats
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Exciting stuff... working with software development I'm aware this sort of thing takes time, however there is taking time and there is tedious. if the console code base was being worked on in parallel to the main code base - so it will be the most up to date version when released, and then kept in sync maybe its worth it. to get a version several steps behind, thats still got a range of bugs that the PC version has had fixed, plus its own quirks seems pointless
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managed to unlock the nuclear engine, too late for the large Duna science mission in LKO thats gradually being fuelled for departure, but have managed to get an 'express' craft into orbit, tasked with a very simple mission to Duna SOI and return with some science and a few passengers to space walk to level up. Its still in LKO as any attempt at doing anything with it results in being locked to the craft, unable to save or exit. Reminded me why I've not bothered finishing fuelling the science mission