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comham

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Everything posted by comham

  1. Yay, thanks! I've been aching to use the blended decal shader which was written for bac9s space center on my kerbtown buildings, and now I can!
  2. Don't forget that Bigelow bought the inflatable module technology from NASA initially, so it's not all private hard work that got it to this stage.
  3. When you've finally put all 772 kerbals on board, will you be happy? If not, don't do it. This is an exercise in tedium. I would rather play an entire JRPG.
  4. Kerbal konstructs already exists! Just send these to alphaash and he'll add them to Kerbin Side, if they meet his standards, and if not, make your own asset pack. Like any mod, you'll have to optimise it for memory usage.
  5. This is a very good point that squad ignore at their peril. Planetary Annihilation, for example, has improved quite a lot since 1.0 but the initial reviews savaged it and probably ruined the sales.
  6. Er, no. Not so close to 1.0 Changing engines takes quite a lot of work.
  7. A mod like this, where the "part" isn't really intended to be used as a normal part, should instead apply a patch to add an instance of the craft to the selected persistence file.
  8. That's not a silly question. Right now, in stock, nothing. People like them for roleplay, and with the mods that add aerodynamics and reentry damage, they serve their proper purpose.
  9. Skybox needs to be "live", not just a texture but stars rendered as points on-the-fly. Traditional skybox techniques break down in space.
  10. Have I travelled back in time to 1884 where Nigerian Prince Scams are New and Exciting and worth making a forum thread about?
  11. Everything feels like a placeholder. Some of the better stock parts have very nice animations and a decent colour palette, and obviously bac9's assets are world-leading, but they are the exceptions to a sea of bland.
  12. The kerbal design is an instant classic, they are so recognisable, people are going to be including them in Video Game Character Mashup art for years to come. It's kind of hard to say how they affected the sales without going to alternate realities where squad chose chibi anime characters or robots or furries or something instead. But something funny definitely takes the pain away from orbital mechanics and physics, if it didn't have that defused the playerbase would just be be german concrete technicians.
  13. 100% agree, the current water is horrible. http://gaudinogames.com/sunday-experiment-buoyancy-and-seaplanes other Physics Builder games have better water too.
  14. Moving around inside in FPV would be neat for larger capsules. And Sixense STEM support for physically touching the controls, that would be neat for the Oculus Rift too.
  15. I have tried Altis Life a few times and it's... well, I'm glad it's free. Someone must like that type of game I guess, because they keep getting made. You can make whatever game you like in the big engines, limited somewhat by the skill of the devs. Perhaps this year we'll see someone make a close copy of KSP. It's a genre that needs more than one game in it.
  16. Wikipedia says KSP version 0.7.3 was released in June 2011. It was only in March 2014 that Unreal and Cryengine and everyone else started up their "free" license program, till then Unity was the only guy in town. My understanding was Unity still has a scene size limitation, KSP just fudges a solution by resizing everything in steps, using the ship as the origin etc. No reason you couldn't do that in another engine.
  17. DLC in the short term probably, but they'd be fools not to take the experience they've gained from KSP and make another game. And then, perhaps after Game 2, around 2018 or so, a sequel to KSP.
  18. My favourite film of this century, so far. It's like it was made specifically for me.
  19. People don't understand game development, basically. And sometimes devs don't either. Like how KSP tried to maintain save compatibility between versions.
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