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Flush Foot

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Everything posted by Flush Foot

  1. Might not Kerbals having noses look kind of like Sonic the Hedgehog having (human) teeth?
  2. Perhaps they could start us off at a Laythe Surface Colony (LSC, if you will) where the KSC has mysteriously stopped responding to ‘our’ transmissions…
  3. I expect you meant "end of '22", but otherwise "lots of interesting inferences that are probably close enough to reality"
  4. I was about to say you missed a "/s" tag, but you're right... this is 'on-brand' for IG communications
  5. People are saying all of that because, in many industries / in their personal experiences, companies often prefer to provide paid-severance and immediately kick everyone* out rather than risk them doing damage / theft "on their way out the door" over that same 'wrap-up' period. But in reality, both scenarios are equally plausible at this time... IG is now Schrodinger's Studio
  6. Even with the 'expected' async style of warping many were proposing (I warp and you warp and eventually one of us chooses to 'catch up' to the other), I don't know how that would work in games where people had life-support mods (unless that warp was "resource-free") because if you plan your 'snack supply' for a 3-year round-trip to Duna and then warp-sync 5 years because the other person was doing a Jool mission, RIP to your Duna-crew? And that doesn't even 'consider' the eventualTM automatic delivery routes... Would they 'continue' through that same 5 year skip until all of your "warehouses/tanks" were completely full?
  7. Huh... I wonder if that is why I see "extra Orion cartridge" in my tech tree but not the actual engine(s) themselves... Do existing craft (in-flight) with repainted parts go berserk if I delete that mod? -- No, they do not
  8. Yup! USI now being in my mod-list has given me back my sweet, sweet 'grippy' landing legs
  9. Then I will hope I'll have it when I next launch the game (just thought to add in the 'Orion' drives and that had USI dependencies)
  10. @Darmok do you know Jalad? I think he's over at Tanagra
  11. Poll the buyers when "Dev declares current game to be complete" to see if that's justifiable? (Maybe not even needing to clear 50% + 1 vote, as if even 40% or so say 'yes, the devs have done enough already', that's giving them a slight advantage over "being held hostage" by a simple majority)
  12. Kind of like Kickstarter then? Where backers only charged if the campaign hits 100%?
  13. @PDCWolf I know there are no perfect solutions, but if the publishers had to 'pony up' a non-trivial amount of money upfront (or be locked out of EA-proceeds for a set amount of time), that could make them less likely to choose to use EA in the first place... I suppose another option might be 'well-backed EA-titles have an automatic 500-hr / 1 yr refund policy' or something similarly 'wild'.
  14. Or alternatively, "if you are backed by a <major?> publisher/label, then you need to deposit 2-3 years worth of operating expenses in an escrow-account before we allow you to put the game in EA", or "if you are backed by a <major?> publisher/label, then you indicate to us how much 2-3 years worth of operating expenses comes to and we will hold EA-sales up to 110% of that amount in an escrow-account for 2-3 years of EA-dev-time [or 12 months past v1.0, whichever comes first] before releasing them to you"
  15. “Most people agree”… by definition that does not mean “all people agree”, therefore “some people disagree”. I can grant Bej that ‘all flight-data in one place’ is nice, but Navball + speed being “in-line with” / closer to my craft is better in 99.7% of cases. Which dead game?
  16. I am 95% certain that in a previous modded playthrough, I had the ability to toggle a 'ground-anchor' functionality on landing legs, helping to hold mining landers in place / stop sliding on minimally (or even moderately) inclined surfaces while also preventing them from leaping up when time-warp ends. I know 1.12 stock (or because I also have Breaking Ground) comes with a deployable ground-anchor, but I seem to remember having it on landing legs (such that I could action group: anchor, radiators out, drills extend in a single press)... Thanks!
  17. Except for the fact that KSP 1 had (it sure felt like, anyways) 2x more biomes than in KSP 2 (and thus more chances at sweet, sweet science-points!)
  18. FTFY As someone else pointed out, that might be hard (at least for me) when Civ VII comes out, but as I didn't seem to like VI as much as V (my introduction to the series, to be fair), maybe that's "a sign / for the best"?
  19. Code compiles without error. Music plays when cues are hit. Colours are displayed as expected. Success! /s
  20. No, but @PopinFRESH was answering someone else saying "all / a lot of these other things could be brought into KSP 1 with mods", so saying 'mods for procedural bits are available' is not "out of line"
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