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FlexGunship

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Everything posted by FlexGunship

  1. Correct me if I'm wrong, but two of the biggest drivers for 64-bit support are mods and mods. On a high level all you gain is more memory. That's good for preloading parts and plug-ins. With 3.75m parts and stiffer rockets (via increased rigid body radial dynamic behavioral limits) some significant mods will be unneeded. Let's wait and see. The 64-bit request really should be reevaluated with each version
  2. You misunderstand. My statement was that Squad COULD release now. They would suffer the slings and arrows all the same as if they resolved the "last few" bugs and waited to release it. The devs of this game are genuinely something special. The type of mind that creates KSP is distinctly different from the type of mind that creates any other game. As such, we should respect their chosen method of releasing the game in the same light that we accept that game they release. And lastly, ignore all I said. RELEASE THE GAME NOW PLEASE!!!
  3. Eh, all other judgements aside, software is hard; mathematical software doubly do. I have a bit of empathy for the devs. I know what it's like to desperately want to deliver a product that you just can't. That being said, when I can't deliver software, it's usually because it doesn't meet safety standards for a particular type of machinery or lacks the features necessary to be viable in the marketplace. Squad actually doesn't have that problem. No one will die if they encounter a heap violation; a machine won't cause hundreds of thousands of dollars worth of damage if a particular differential isn't continuous over the origin; and there won't be lawsuits if a particular timer block doesn't reset on the rising edge of the fault reset signal. People just complain. But, really, people complain no matter what. We're complaning that the game's not released soon enough. We'd complain if it was but had bugs. We'd complain if it was released early and had no bugs but lacked some trivial feature. Honestly, someone will complain that rockets aren't wobbly enough after 0.23.5! Whatever Squad does is fine so long as they respect my right to complain about it.
  4. Yeah... but... I work in a software development environment (I write motion control software and work with application developers on industrial equipment), and we definitely have deadlines and schedules we adhere to. Maybe schedule commitment is coming in v0.25 This is supposed to sound tongue-in-cheek. When you're the developers of the best game the world has ever seen, you get special treatment. I would never say a negative word about Squad.
  5. I choose to remain in denial... in my experience Squad always has their community manager lie about the release date immediately before any release involving asteroids.
  6. Fair enough. Didn't know if I could fly to Eve, check the local neighborhood for space rocks, and park one on Gilly. Sounds like it's not probable.
  7. Something that hasn't been discussed is the prevalence of asteroids in other orbits. Scott Manley mentioned that the tracking station will show asteroids that enter Kerbin's SOI. What about if you switch to Duna? Do you see asteroids that enter Duna's SOI? Or is Kerbin is a particularly privilaged part of space?
  8. I actually need this to be released before the weekend. So... Yeah... If anyone has any ideas... Or...
  9. *refresh refresh refresh* Waiting for someone to announce "it's live!"
  10. Hi, can this be released now, please?
  11. So, is there no evidence of a 0.625m LES (for use with the 1.25m command pod)? What about stackable parachutes?
  12. How come nothing is ever leaked from Squad? Why are there no moles? The release date hasn't been leaked... the pre-release test build hasn't been leaked... I insist that Squad hire less scrupulous people!!!
  13. I did this and behavior has returned to normal. Obviously, I have nothing negative to say about the mod; you do the game a great service... just hoping to offer useful feedback.
  14. I have had this EXACT same scenario with a rocket about half the length of the one shown in LameLefty's image. I did NOT revert back to v1.7; I'm still using the experimental v2.0.2. I was able to control the craft by limiting acceleration to 3m/s (which is VERY limiting). However, I can confirm that the ship DOES bend almost into a U-shape. That's not an exaggeration: the drive stage could've hit the hab stage.
  15. Happy Birthdday Ghai. For your birthday, can you explain why Firespitter is required? The SumDum Sevice Module is one of my must-haves. Is it changing in some more significant way that I can't perceive? Will I still be bale to dock to common docking ports? I also have your pre-release station pack for 0.23 but kind of hate having to always install adapters to go from CBM to standard docking port.
  16. Could there be a version of the inflatable habitat that doesn't reduce to 1.25m on both sides? A 2.5m docking node on (at least) on side would make it more useful for interplanetary ships.
  17. Could this be a "stow-able" part? Perhaps the actual part could be a surface-mount hatch and, when triggered, it opens and the scoop comes out? I only suggest this because of the relative size of the component. Honestly, though, this is brilliant.
  18. Bug Report and Workaround: After installing KW on an in-progress game, my crew portraits showed up as blocks of flashing color. Coincidentally, after changing the resolution from 1920x1200 full screen down to 1600x900 windowed, and then back to maximum the issue has resolved itself and has not recurred (even after restarting the game and starting a new career mode).
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