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A well made, integrated mod manager will always be better than a third-party one. But that's by no means a trivial thing to implement, and there will be no further development on KSP 1 (or 2 most likely). The best example I'm aware of is Factorio. The entire game is designed with moddability in mind from the ground up, including the mod manager. It also enforces proper dependency management, which avoids a lot of the issues you see in mods for other games.
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I'm not in charge anymore, but we were chatting about this a while back. With KSP2 development basically dead, some of the later missions aren't possible to complete for various reasons. As for mission completion requirements generally, the basic idea is that later missions often require player skills learned by completing earlier missions. Shuttles are cool and we love them, but they're also more difficult to design and fly. If you try to skip ahead you may find yourself overwhelmed. There's been some discussion of doing a v6.5 thread, where we would go back to KSP1 but add in the new missions (which was my original plan before KSP2). Nothing definite yet though.
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
sturmhauke replied to Galileo's topic in KSP1 Mod Releases
I have one install (different ones for different mod sets lol) with GEP, GPP, GPP_Secondary, OPM, MPE, and Kcalbeloh (along with various high-tech propulsion mods). Load times are, uh, eventually, but it seems pretty stable once it's running.- 7,371 replies
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This is common in the tech industry, especially games. Legally, they're still employees until the end of the notice period. Practically, most of them will have been required to clean out their desks etc., although generally they get their severance pay as a lump sum and can still begin work elsewhere as soon as they are able.
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These are both correct. I used to work at EA and some other game companies (not Take Two or any of its studios though). I've been through many layoffs; it's an unfortunate aspect of the game industry that needs to change. And yeah, console certification is primarily about making sure the game doesn't brick the console, corrupt local files, stuff like that. They don't care if the game is actually good, or has weird bugs that only affect gameplay.
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Mods can't fix core game engine bugs without access to the source code. (I mean it's theoretically possible by reverse engineering the compiled code, but that's extremely difficult.) Without that, mods can only use the game API to control its behavior, and attempt workarounds for anything the API doesn't provide.
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That condition sounds terrible @boolybooly, I'm sorry. Thank you for running this thing, it was one of my first forum badges.
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