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Scarecrow71

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Everything posted by Scarecrow71

  1. Only back at its user. Stadiums are filled with seats, but those seats are referred to as the stands. Do we sit or stand?
  2. Aydıntepe, an ancient underground city. Aydıntepe underground City - Wikipedia
  3. Calling 911 because your parents still own a rotary phone. EDIT: Calling 911 on said rotary phone to tell them we have a new page.
  4. Kerbiloid is banned for being kerbal-adjacent.
  5. And yet, what we have is an EA testing build with teens of FPS. I have mid-range hardware and can't crack 15 FPS on anything greater than 75 parts. I don't even hit 20 FPS until I'm under 40. So all those performance enhancements the team has made may have impacted high-end gear, but not mid-range. And we shouldn't be expected to drop $500 on a new video card to play this game. My card is just over 2 years old at this point, and functions just fine on every other game I own. So fully working? I can't see how it is.
  6. One thing I keep asking and never getting an answer to is "Why are you still Researching a bug that's been around since launch". What exactly are they researching, and why haven't they been able to nail down the cause? Are they waiting for more information, or are they simply not working it because they feel it may break with Colonies? This applies to the dV calculator, maneuver nodes, orbital lines disappearing, docking ports not functioning properly, and others. I'm not even asking for what the fix is, or what the timeline is. I simply want to know how something can be around for more than a year and the team is still researching the cause.
  7. Not to get too far off track, but this is a serious issue that the developers need to take into account with Colonies. I've got >1000 hours in KSP1, and a couple hundred in KSP2. And I still cannot land accurately on my own, nor can I do so with the right speed (or lack thereof, as it were). Automated landings have to be a thing or colonies won't be very good for the majority of players that the company is trying to attract.
  8. I think my issue with the story is that it just goes too fast. You launch a rocket, you get into space, you spend time on Mun and Minmus...now go to Duna, and follow that up by going to Tylo. And you're done. Too quick. For something called "Exploration Mode", there isn't enough focus on actually exploring the solar system. Heck, these monuments just appear out of nowhere without having to even go there first to find that something is amiss. I was hoping that there would be some changes to the story when we got colonies. Like maybe "set up a colony near the monument in Duna and do some science to see if it gives anything or any reason for it being there". Maybe they are all connected via some kind of signal, and you have to send colonists to all locations for reasons. But I guess that won't happen. What's really sad is that, if there truly are no changes to the story missions, there may be no reason for me to play until Interstellar drops.
  9. Trying to tell myself to stay positive and patient. Isn't working, but I am trying. I do not envy you or Dakota. You guys really are in a hard spot right now. And we do thank you for the work you are doing.
  10. Well, @BA-Forums, you skipped 0, so I'm starting from there to correct your mistake. N -1
  11. I'd actually like to see square heat shields that could be fitted onto the square structural panels. Or even curved ones that can be fitted onto the fuselage (like you are mentioning above) so spaceplanes have actual heat shields like the space shuttle.
  12. So, I'd like to discuss this particular point for a minute. I don't think I was verbose enough (or was too obtuse to begin with), and didn't explain what I meant well enough. I'm not talking about a full complement of Kerbals at a colony in the hundreds of actual bodies. I'm talking more along the lines of "You want to build a colony here, you need at least 1 Engineer present", followed by "Ok, now you have a colony with x number of residents, but in order to do research you have to station at least 1 Scientist here". The actual number of residents can be fully abstracted by a number, but I was thinking you'd need to station specific Kerbals at the colony for it to perform specific tasks. Kind of like the KSC in KSP1, where you have to hire pilots and scientists, but you don't need to hire the desk jockeys at Administration or computer nerds to watch monitors at the Tracking Station. Or perhaps, instead of having to station specific Kerbals, maybe you have to use sliders like in the old Civilization games to say "Out of the 400 residents at the colony, x percentage of them are focused on science, while another y percentage are focused on expansion". Again, an abstraction of the actual numbers without having to go into micro-management?
  13. I am software developer. Or, rather, an automation specialist, responsible for inbound and outbound file loads/generation to/from various internal and external entities. So yes, I fully understand the complexity of KSP2 to Kithack. The biggest difference is in the orbital mechanics involved in KSP2; Kithack doesn't have to worry about that...yet (there are rumors of taking some of the model rockets and getting them out of the upper atmosphere, but I don't think they are even close to that yet). However, you still have the issue of physics, and all the math that comes with that, when you are talking about what is effectively a digital Lego set to put craft together. And while KSP2 focuses almost entirely on engine-driven rockets and planes, Kithack deals with rockets, planes, cars, motorcycles, boats, and gliders. All with and without engines. I'm not saying one is better or more complex than the other, just that neither one really has the same scope as the other. Now, if you want to break down what I'm really talking about, let's do that. Felipe - who was the original author of KSP1, and who coded and released multiple versions in its history during his free time and without really being paid - has put together, once again, a game from scratch where no other space really existed before, and he's doing it with a very small team and very little funding. KSP2, on the other hand, has a full team of developers, and is backed by one of the largest corporate gaming studios. So my question, really, is "Why is Felipe able to get code done by himself faster than a full team is capable of". And, to expand on that, why is he able to do so in a space that didn't really exist when the team at KSP2 has the original on-hand for inspiration but they can't seem to even get beyond the dV or maneuver node bugs? I mean, they have the original in-house. They have the first game to go off of. They have everything sitting right there, but for some reason are refusing to use the old code to help them along. Let's take this a step further, shall we? Kithack is already providing mod support, while KSP2 is not really doing so. Even though we were told it would, it isn't anywhere near being able to provide that support. Kithack has a mission/scenario editor built in, while KSP2 has a very strict set of story-driven missions that we have been told on Discord recently won't change even with colonies. Kithack has full controller support, while KSP2 doesn't and has no plans to enable that any time in the near future. I would love to discuss multiplayer, but I have to admit that multiplayer in KSP2 is going to be very tricky due to time warp, which Kithack doesn't have. So why does KSP2 get a free pass here? Why is it that on some of the less technical pieces Felipe is able to implement stuff that the developers at KSP2 simply cannot? How is it that a singular developer can come to early access with a game far more polished by himself in a space that doesn't really exist, but a fully backed developer studio with a budget of millions can't even get out of their own way long enough to deal with bugs that have been around since launch 14 freaking months ago? The studio is filled with really smart people - Nertea and Blackrack at a minimum come to mind. How is it that they simply can't seem to do with historical code that Felipe can do without having any code at all to rely on?
  14. Been more than a month since the last KERB, and the only thing we've gotten is that Mike is working on their internal calendar to determine when timing starts. And Darrin stated it's one KERB in a month, not one every 30 days. Throw onto this that there are changes coming to PD with the layoffs, and I'm just not feeling too warm about this title any longer. Just rip the band-aid off, already. Also, we don't have hope any longer on communication.
  15. I am playing it. And enjoying it. My point about bringing it up is to show that a dedicated person with a small team and almost no external funding is doing better than a professional team with the backing of a large corporation. Why can't TT/PD/IG do what Felipe is doing?
  16. Not being Bruce Campbell is cheating.
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