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kdaviper

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Everything posted by kdaviper

  1. I think you meant to say, "the same thing we do every night, Pinky ..."
  2. My kerbals celebrate the holidays by staring into the void from their command pods, on their 50 year trip alone in the vacuum of space
  3. Out of curiosity, how does your app extrapolate for conditions other than asl and vacuum?
  4. Still, huge (or expensive) in comparison to what exactly? And we are talking about the IVA post, not the initial EA release trailers IIRC. So ANY effort constitutes HUGE effort?( In regards to the Twitter posts) And lastly, if the general population are unaware of the existence of IVAs and the views in the tweets are actually reproducible in game, AND they listed steps to reproduce them, how exactly is this deceptive to that population specifically?
  5. What constitutes a large effort? A screenshot posted to a Twitter feed seems to be about the lowest effort one could into an advertisement. I imagine 99 percent of Twitter users will never see this. The only reason you did is likely your interest in the subject.
  6. Since kerbals live essentially forever (unless they have a bad fall) and don't eat or drink, money is a foreign concept to them.... Maybe
  7. Worrying about what non English speaking or esl customers will interpret kinda defeats the whole purpose of localization though doesn't it?
  8. Or maybe... Maybe at least a native DV map
  9. It seems to me that, while these certainly add complexity and possibility for more bugs, there's nothing novel as far as physics calculations are concerned, where the most game breaking bugs have been so far. I could be wrong, but as long as the update delivers on a more stable platform, colonies should be trivial in comparison to the work they have done up to now. And concerning multiplayer and even interstellar, as long as the framework they have built was truly designed with these features in mind, these really should just need flashing out to provide actual engaging gameplay. We will see shortly how well they have stabilized things and that should give us a good indication of how much work there is left
  10. Unless for science! Breaks the game really hard I don't see how progress wouldn't be faster
  11. Still I'm waiting for you to point out the RPG elements of KSP2... What is the character role you are playing? How does the gameplay provide character development?
  12. I believe the question was asking what RPG elements seem to be present in ksp2... Not the difference between an RPG and a sim. More importantly, however why would it have to be one or the other?
  13. Aren't companies legally obligated to provide their shareholders with correct information?
  14. Man this brings me back to older times in ksp1... Nuclear engines used to be very finicky when it came to dV calcs.
  15. It's news to me that they were unable to recreate the drag bug you mentioned after reported. Also I can see how the bug possibly came into existence. They were fixing another bug that involved drag cubes being improperly oriented depending on how the part was placed in the VAB (or something like that). This was primarily affecting vehicles assembled in a horizontal configuration and launched via runway. So I imagine they rotated the drag cubes for a number of parts, then tested their performance in atmospheric flight. Where I suspect the mk1 bug came from was an accidental inclusion into the effected drag cubes. Then I imagine they did not test it at all in qc because it was not supposed to have had any changes made in the first place. The fix was likely as simple as rotating an array 90 degrees
  16. Culling and reducing unnecessary renders is literally an important step in optimizing graphics. Not to say that these are the only methods, but there is no need to draw geometry that can't be seen.
  17. Are they on the right way? My bad I didn't read far enough. Ignore me.
  18. Yeah he should consider a YouTube career. He'd be quite popular I imagine.
  19. It would be a high risk high reward mission.... What happens when you loose all the samples from your jool 5?
  20. Iirc they will be implementing cbt piecewise...
  21. A realistic solution would be to have command modules that sent control to the next stage at the moment of separation, so you could have a small core in each stage. Not sure how feasible it would be to implement but iirc this is somewhat how real rockets operate.
  22. I think adjusting the aggressiveness of SAS response go a long way in reducing the oscillations. This would help planes as well as we have seen how SAS is overcorrecting compared to ksp 1
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