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NovaSilisko

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Everything posted by NovaSilisko

  1. Not worth the hassle to convert - too many changes. Better to just let it rest in peace and start over.
  2. I really can't work out how the heat mechanics work for drills. It seems to sometimes shoot up to 100 immediately, sometimes wavers around back and forth between ~20 and ~70, sometimes stays low. And, on bad days, it suddenly makes the rear half of my ship explode without warning. It also doesn't seem to scale linearly with timewarp amount, as well. It's all very strange...
  3. From Maxmaps' AMA on reddit he said there are no "short term" plans to expand the solar system. Not sure how long of time that means, though. https://www.reddit.com/r/IAmA/comments/33ys4s/we_are_the_team_behind_kerbal_space_program/cqpqkla
  4. Ah, the cycle continues! Step 1: Constructive criticism and "just-plain-criticism" spring up simultaniously Step 2: Just-plain criticism becomes more prominent than the constructive type (usually happens very quickly) Step 3: (current step, roughly) Backlash toward criticism arises Step 4: Chaos eventually dies down and everyone waits for the next update, return to step 1 For the record, I love the new aerodynamics model, and new parts (service bays in particular) apart from minor quibbles about the models. It does amuse me how the community at large goes through roughly this same cycle for each update To the OP here - I've seen lots of compliments to the new features, all over the place. Not sure where you're looking to have not found any.
  5. Agreed. It gave me uncomfortable parallels to Challenger, as well...
  6. I don't really get what you mean. Why do they not mean anything? It's been the Internet Age for quite some time now and generally the process has stuck with Alpha>Beta>Release Candidates>Release>Post-release fixes/expansions. Release candidates being the one not done here - where there's an absolute freeze on new features, and a few versions are gone through doing nothing but bugfixes before the triumphant Release build.
  7. Where was that? I remember hearing rumors of that nature but never saw it stated explicitly.
  8. Well, I guess that's what the Atlas V 5XX does, at least.
  9. But, solar panels aren't jettisoned halfway through ascent to shed their mass (unless you have a really strange sort of rocket). There's an incentive in real rocketry to jettison the fairing at just the right time - not so soon that drag hurts performance, but not so late you lose performance to the extra mass of the fairing. Finding that sweet spot would be a nice little bit of experience required for players to learn.
  10. The biggest suspect for newfound FPS loss would be the aerodynamic calculations, I think. Especially if it's being done on a single thread as most other things in KSP.
  11. I've noticed that too, and I'm wondering if there's a deliberate center of mass or center of drag offset on the pods to simulate the way Apollo did its lifting reentry
  12. Hrm. I mean, the Falcon 9 fairing weighs something like 2-4 metric tons, so the time at which you jettison a payload fairing should be fairly important - not so soon that drag wrecks your ship, but not so late you lose a lot of performance from the extra mass.
  13. So there's not actually any reason at all to jettison them before you need to get the payload out?
  14. Given I always stuck to using FAR, adapting to the new aerodynamics has proven relatively painless, though the fact fairings are so far down the tech tree is making things annoying. Although, you barely need fairings to be honest, given you can just stick some fins on the rear of your rocket and that will keep it very stable no matter what you have on the top (unless you're shipping, like, a huge cluster of more fins) It's pleasing to have planes that fly like planes. And, by extension, planes that actually end up looking like planes that actually work, which was hit-or-miss before.
  15. Honestly, I see so much complaining about the nerfing, but I welcome it. I did feel like most stuff was pretty OP in 0.90, and it was super easy to do... well, almost anything.
  16. I turned it off after literally five seconds. I don't like how it's a slow drunken wobble, and not a rapid but subtle vibration (like would be expected from a rocket...). It even shows up as a slow wobble in IVA, while just flying smooth and steady in a plane. I never have really been susceptible to motion sickness until I met this camera. Not fond of how far down fairings are in the tech tree. Career in general just seems, amazingly, like even more of a tedious slog than it was before (and this is with default settings). Is it just me, or are building upgrade prices even more ridiculous now than they were before? I'm going to bet parachutes are enough to land lots of stuff on Duna, now, given how much more they slow you down. I can't make sense of the overheat mechanics for resource gathering/processing. It seems to fluctuate up and down of its own free will, and at times it will just suddenly detonate the rear half of my ship without warning. Wasn't there supposed to be some overlay that let you see the overall heat of your ship? And one for aerodynamic stability? And, hell, where is the delta-v indicator we were promised? I haven't seen anything on engineer kerbals for it, or anywhere else. I'll be honest... it, as I was afraid of, just doesn't feel like a release-quality game. You still get multiple second long freezes when going between KSC scenes, or even just closing the map view for the first time (that one I really don't understand...). Loading times on start are faster but the game still struggles, mostly due to terrain slowness as far as I can tell. And, you know, no clouds, despite there being clouds in the (still-inexplicably-static) hangar/VAB backgrounds, and even in the trailer for 1.0. Egh...
  17. From my understanding, the aero redo lowers the delta-v requirement to reach orbit, so stuff has been nerfed a bit to compensate.
  18. Wasn't there something in the settings panel for them? Even with a good CPU, the things manage to slow down quite a bit...
  19. You can get a refund within 24 hours, apparently. I wonder how that works? What's to stop you from paying for it, then refunding it after copying the files somewhere else? Looks like it's only if you can prove it doesn't work, which means dealing with support tickets and such. But yes, I don't like the twisting of words in the thread title. It's very disingenuous, it implies the mod-makers are being forced to do this, when it's their own choice. It would be nice to see it like bandcamp though. Set a minimum price, allow people to pay more if they want, and the minimum can be set to 0 - if people want to support the modder, they can. Here's the full legalese agreement https://steamcommunity.com/workshop/workshoplegalagreement/?appid=72850 if anyone feels like reading it. It kind of burns my soul to look at legalese. Seems like valve gets a chunk, the game publisher gets a chunk, and the modder gets a far smaller chunk, though I think the game publisher can set the distribution?
  20. True, same deal as the Happifas Trench under the ocean south of KSC, which you need some sort of mapping system to find. Maybe looking at the resource map of the sun reveals a gigantic, thousand km long curse word
  21. I commonly see "Simplex Perlin" just abbreviated as "Perlin", so it's hard to tell what people are referring to sometimes. I know I end up guilty of that periodically.
  22. Pff. Two months. I give it two days at most.
  23. Hmm. My guess is that it will be in the range of $150-200 at least. Wondering where the art on the box is from, certainly not from the game. Like the 3d printed ships, certainly out of my price range, alas.
  24. Alright, full transparency mode on. The present situation is that I don't really have a whole lot to do, or show. There are multiple systems that need to be put into place before I can really jump in and start hammering away at stuff, and the thing is, they're systems well outside my capability, and so are the exclusive domain of r4m0n. Now, unfortunately, he doesn't have very much free time lately owing to work, so it's rather slow going. I, on the other hand, have a ridiculous surplus of free time (but, as I said, can only do so much for sots before stuff like physics/coexisting world spaces/etc are set up) and so have been putting my creative efforts the past week or so into another, smaller project, which you should hear about soon. The current system being worked in particular by him is the physics engine. There are two options - one, integrate Bullet with Unreal. This has the advantage that it's nice and robust as previous tests have found, but we'd have to still fix some problems that never were resolved in the unity version (broken concave colliders and buggy convex colliders). Option two is, given that PhysX recently went open source (at least for Unreal?), it's now 100% capable of being modified to support double precision. This is the current course of action, and has the advantage that we already know the stuff works, concave meshes in particular are very stable as tests with the floating point version in Unreal have proven. Basic double implementation in it has already been done by r4m0n thus far, also. After this will come effectively a combination of Unity's layering system and Bullet's ability to have multiple physics worlds. We have the advantage here of only needing two individual worlds, though might make a system allowing arbitrary numbers, as that's just generally useful anyway. Then things get fun. Then we can start connecting the HQ scene and the game scene up as it should be, and start making the editor, which still needs a few details worked out so far. In particular, the issue of immersion is important here. Full immersion would mean simulating the construction of ships piece by piece, in real time, which is not only boring but a nightmare to actually create. On the other end of the spectrum is something more like KSP, where you're just presented with total freedom, a big list of parts and engines and materials and all that, then you save your craft and go, and it's ready to fly. Or perhaps an optional construction time mechanic, where your workers descend upon the assembly rack with welding equipment and piece together your designed ship over the course of an hour or so, which would be made easier with a "skip time" mechanic. Ideally some sort of middle ground can be found. If this game were set in the 1980s, there could be an early CAD software that you design your ships with before having them built. But this is the 1970s, and it's very iffy to say there's a full 3d design package running on that level of tech. So... yeah, there are still a few things to work out on that front. Don't call it dead, though. I'm too damn stubborn to let that happen.
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