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Ryder

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Everything posted by Ryder

  1. Hi All, New to the Elgato Stream Deck, which I understand that some folks are using as a hardware controller for some KSP functions. But for some reason, mapping hotkeys to the deck doesn't seem to work at all. Anyone have ideas as to why this hardware can't talk to KSP? Thanks!
  2. Hey all... After installing Breaking Ground, KSP fails to exit the loading screen... gets' as far as "Expansion Loading Complete!" and then sits there. Forever. Anyone else? Thoughts? Things to try? Thank you! [Edit: I did a fresh install... and found that making history had to be upgraded as well... and all seems to be ok]
  3. OK... does anyone know how to reset the "Available/Unavailable Parts" in the Start Node??? Seems one cannot change their mind about selections after the Mission has been saved... Grrrr. EDIT: I had to edit out all "available parts" from the mission file... then repopulate, which seemed to do the trick. This issue might be wrapped up in how it is possible to create a vehicle with a set of parts that is later made unavailable... causing the program to become confused.
  4. No, you cannot. The VAB is Locked. I know... that's pretty messed up for literally the first mission....! the first mission should be exceptionally well tested/abused/clean.
  5. A minor Mission Builder Interface request: For the GUI... the flexible node connectors should space evenly not only left to right where jog occurs, but also evenly between the top/bottom of the connected boxes... otherwise the connector appears to re-enter the mission item that created it. Left/right is done properly.... top/bottom not so much:
  6. TOURISTS! Ok, so what is a "tourist", technically, for purposes of mission building? I ask because I wanted to check for the distance between a player and an object... and I see no options to test for the player character... only tourists and NAMED kerbals... but since I can't know for sure what the name of the Kerbal is at mission start... then I can't do the test. I thought "tourist" might be a generic term for any Kerbal (which would work).... but this in fact did not trigger the distance test. Any thoughts on how to accomplish this, appreciated.
  7. Same issue... how to retry a failed mission segment? recovering locks vab! Also, recovering the vessel seems to cause the game to HANG (Mac)
  8. Still not seeing DLC on my KSP account page (NOT steam)... 2012 purchase.
  9. OK, good news for the console guys. When will PC see the update? (or maybe it only applies to console?) Thx, R
  10. Ahhh so NOW you are claiming that it's not just sales... but the MARKET segment. But I ALREADY covered that: "... in COMPARISON to other consoles... It's this funny thing called market share. " But you chose to ignore that... citing sales numbers ALONE as the definition of failure. The point (which you missed), is that you have to see if vive is PROFITABLE, and its portion of MARKET SHARE, and is performance vs PROJECTIONS (at a minimum)... going by raw sales simply betrays a lack of understanding. In a way, it's the LEAST important thing. Therefore your notion that "lots of people" buying is what matters... is just fatally simplistic. No, just you. I don't want to teach manufacturing anymore... adios.
  11. Hahahaaaaa... wow. no... its not by sales numbers, it sold ~13M units... so by sales numbers, 13M is a failure... And YET, the Boeing 737 is the most successful airliner sold... at... drum roll... just over 13 thousand sold. So if it's by simple sales numbers... how do you explain 13 MILLION is a failure, while 13 THOUSAND is the undisputed champion? Hint: wi U was beneath PROJECTIONS by almost 90%. Wii U sold at a LOSS. There just seems to be something you're missing with the concept of sales and success. I'll not waste more time with you on this topic. Better things to do. Of course not... I already considered that before my first post. And I have come to my conclusion after having considered all that (and more). You simply seem to simply not understand that we disagree.
  12. Ahhh, I think you undid your own point. The Wii U is "considered" (by whom?) a failure... in COMPARISON to other consoles... like it's cousin the Wii. It's this funny thing called market share. HTC/Valve says that they are selling at profit already (meaning that they are beyond critical mass for production), and know how to cut the lighthouse costs in half right now... The true issue for a manufacturer is: Profit matters. (I know. I'm a manufacturer)
  13. Agreed... But Lunar Flight VR does not... that should be a clue! The big issue is that different cockpits would be needed, that provide a view. Then suddenly... not so sucky! Meh... Then nobody would have purchased one. Buuuuut... they did. 10,000 a month apartments are common in NYC. "There is *always* a market for the best"
  14. Take Note: App + Vive = sales http://steamcommunity.com/app/208600/discussions/0/208684375431956661/#c152390014788586005 If 1% replied to this comment as these three fellows did... then that's 300 sales in 2 days thanks to vive.
  15. Interesting... but you've done the exact same thing in response... If it's good enough for you to respond with... And of course I've done far more than that, and "poor assumptions" are just your opinion. Which I'm not interested in. Interesting... I did the same thing... with the Coco... from a whopping 4K to 32 K using piggyback memory (which I assume that's what you're describing). So you remember the cassette tape days, clearly All true... and of course, fighting against it is a self-fulfilling prophecy. VR is not at all expensive for some people. And of course they lead the way... Think of the early Motorola brick cell phone
  16. I'm not assuming it... I'm MAKING A CASE FOR IT. There are plenty of potential new KSP customers out there... that's obvious. I don't know another soul on this planet that has it except myself, yet I know hundreds with PC's. I'd say there are close to 2 Billion. That ought to be enough Doesn't matter if they like it or not. Only matters if they buy it. Never bought a program you didn't like? I've personally already bought at least half a dozen VR titles I don't like much. I said "we probably" for a reason. Thanks for your contribution
  17. I think this is missing the point... certainly this topic is NOT about "will vr be a success?" It's about expanding the KSP user experience... and certainly that has to be weighed against other priorities as others have pointed out. Now, as awesome as this generation of VR is... It's clear that KSP is a solid title without it, and so it's not the tech issue as much as it is one of opportunity. If one were to go down the "priority list" for KSP development... which feature on that list would add a couple hundred thousand sales? Procedurally generated craters? More/better rocket parts? "I heard KSP is adding procedural craters... I've been hesitating pulling the trigger.... but now I'm all in!" Yeah... no. Nobody is saying that. The one thing that they really should focus on, we probably all agree... is multiplayer. So in this sense, I would say, yes... that has the potential to deliver way more than a couple hundred thousand sales. But in thinking about the size of the task... VR in simulation is obviously not nearly so hard. Hell, someone already did it as a mod. If a hobbyist can do it in their spare time... outside of the native codebase... Squad could kick butt on it, and do it in short order. Say they net $20 per sale... A cool 2 million (for 100K sales) in the bank funds a LOT of multiplayer development. Or interior space (which screams VR). I think bang for the buck... VR is a true winner. Multiplayer is a complex (expensive!) mess... which has to be maintained for the life of the product. Servers don't run themselves. VR... code it then walk away.
  18. Y'all need to see this. This is what's coming. (in alpha now, I believe)
  19. " Speculative numbers are nice and all, but they're not something to plan around if you can help it. KSP is into the lower mid millions in my estimation (though there is no official figure and I have no inside info)," Well... but you see the trap... you just had to do it yourself for the KSP numbers As a VR user of a couple of systems... the Vive system does in fact allow you to see around you (it has a front mounted camera), and WHY would you want to see reality, when you are in virtual reality? Makes no sense. Getting rid of reality is the point. Otherwise you're talking AR. It's not about 3D. It's about *interacting* in 3D. This is where Oculus failed. Going from a seated to a standing experience is *radically* different. Watching a movie with depth... is not at ALL the same as walking around something you just created, or walking down the center of the golden gate bridge from thousands of miles away. Given that I've had the Vive for about a week, I am going to give them more time to save the $800 But at least one has it already plus the Vive compatible exercise bike is coming Saturday. (lucky them. I wan't one) https://www.virzoom.com/
  20. I'm aware of those numbers... October... following APRIL Launch. 6 months. We're now heading into Christmas... and you have to know that we're talking about way more units by end of year... units are now showing up in shopping malls being demoed. (I know, I just saw it Saturday). In fact, HTC has said of that 140K figure... that they in fact sold "much more" than that. Then there is the Rift... with their controllers releasing just days ago... and their user base is going to shift over into useful. So we're on the order of half a million vr users out there... with scant few good titles to buy. So unless KSP has sold to 5 million users... (which would be great... but no) there sure isn't an order of mag difference between it and the VR base... which is still VERY young. Wait a few months when all those Christmas lottery winners show off their Vive to everyone. Everyone I have let demo my Vive instantly committed themselves to getting one. EVERYONE. When I discovered that VIVE essentially solved the nausea experience that was common on the Rift... I tossed my Rift like an old diaper... and bought every decent title available to Vive. With the controllers Oculus released just now... they will have solved the nausea issue too. (meaning... while you CAN find titles that make you ill.. sometimes intentionally, most won't.. so VR becomes viable to even the weakest stomachs) This pushes VR squarely toward the mainstream. HTC has also figured out how to drop at least $100 from the retail price with next gen Lighthouse boxes... You're witnessing the leading edge of something, and it would be sad for KSP to miss a target rich environment. That's amazing. Be sure to cross your eyes watching it, until the images merge in the center in order to get free 3D BTW, I went to your link, and successfully got it working! Vive in KSP. I cheated being stuck inside the cockpit (IVA) view... by simply sliding my chair a few feet left... and I was outside
  21. This kind of problem comes up everywhere... Not just Internet forums. if the forum topic was about "do you like VR?" Then it would be on topic. Otherwise... non-sequitur.
  22. Yeah, I remember once making the mistake of giving my opinion when it wasn't asked for...
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