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Posts posted by jwenting
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Today's special: 10 Terrier engines, only $4.99. Maximum 5 packs per user.
THAT's what a free to play KSP would look like, you'd have to buy every part for real money in some item mall (or every part past 2-3 per day maximum, unused parts don't carry over to the next day).
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Sure, I use Mechjeb instead. Nicer user interface overall, IMO (though the KER HUD is nice).
Just about the only thing KER has that MJ hasn't is the biome readout.
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17 hours ago, PB666 said:
By definition dino saur means giant lizard.
The name was given to the entire line when only a few giant skeletons had been found, and it stuck. When later small species were also discovered, and it was found that they evolved into birds over the millions of years, it was too late to change.
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On 6/8/2016 at 5:05 PM, PB666 said:
Dino eggs would be hard to crack. I wonder how much having you biome cooked in a broiler for a day would affect your risk?
Not only were most dinosaurs small creatures, given their close relation to reptiles it's quite likely they had soft shell eggs like reptiles (though later species might have had hard shell eggs like birds).
As said, it was highly insensitive for the dinosaurs to die and leave egg eating mammals without a supply of food.
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yes, I get a lot of that log spam as well. Enough that I've decided to remove trajectories for now as it slows my game down to a crawl at times because it's writing to the log so much...
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10 hours ago, Snark said:
Or, indeed, in a text editor, since it's not a binary file.
...as far as I know, it's just a format made up by Squad. Would happily be proven wrong if someone knows better.
That said... it's a pretty straightforward format to reverse-engineer, just look at the text. It's your basic key = value, named-structure-with-curly-brace-contents format.
Which is why I wonder why Squad didn't use XML as that's a pretty well standardized format with parsers available for most programming languages (and indeed provided as standard with a lot of them, including C#).
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reinstalled everything from scratch, leaving out any and all USI stuff for now, and AR is working. Don't know what was going on, but the more mods I removed from the install, the more unstable the installation became...
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ok, seems AntennaRange conflicts with some of Roverdude's stuff.
Quote[LOG 21:12:28.822] [ARConfiguration] Found prefab IAntennaRelay MK-V Comm-Lab[LOG 21:12:28.822] [ARConfiguration] Recompiling part and module info for MKV.CommPak[EXC 21:12:28.823] NullReferenceException: Object reference not set to an instance of an objectKSPUtil.PrintModuleName (System.String moduleName)PartLoader.CompilePartInfo (.AvailablePart newPartInfo, .Part part)System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture)Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture)System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters)AntennaRange.ARConfiguration.updateModuleInfos (System.Collections.Generic.List`1 partsList)AntennaRange.ARConfiguration.updateModuleInfos ()AntennaRange.ARConfiguration.Update () -
2 hours ago, The Optimist said:
The icon is red, but I can still move my unmanned probe core
Worse, it never is green despite meeting all the requirements (correct antenna, tracking station fully upgraded) even when sitting on the pad...
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17 hours ago, AlamoVampire said:
why is it people still want multiplayer? there are far too many things that can go wrong, too many hurdles <part counts, mods, trolls, etc> to be accounted for for this to be viable in a game, that I have said before, and shall say again: KSP does not now, nor has it EVER lent itself to anything more than a single player game.
A lot of them want it for exactly that, trolling others... Deliberately crashing their rockets into the space stations others spent days constructing, things like that.
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On 5/13/2016 at 1:39 AM, mattinoz said:
Why would multi-player lead to #microTransactionAreEvil?
sure it needs a server but we could host them ourselves or if of value to how we are playing or the group we playing with we might rent a cloud instance to be the server. To me that is just user pays not competitor pays like micro transactions.
Someone has to pay for the servers. Which means either an item mall, in game purchases (which boils down to the same thing), or a subscription fee.
And the trend in online gaming has for over a decade been to move towards item malls and in game purchases because it's both more profitable and leads to less opposition from the player base (many of whom will happily spend hundreds of dollars a week in an item mall but complain at having to pay a $10 a month subscription fee, complaining the latter is way too much).
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KSP Online, now with Microtransactions.
Terrier engines, special discount today: 10 for $4.99!!!
THAT is the future you're getting with multiplayer. Thanks but no thanks.
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quite possibly true, but that'd get way too close to politics which we're not supposed to get into on these forums.
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if you want to become a janitor or gate guard at NASA, sure.
If you want to do a job that actually involves working with spacecraft in any way except cleaning dirt poo off of them in the rocket garden, go to school and get yourself at least one, ideally several, college degrees in hard sciences.
Aeronautics, physics, electrical and mechanical engineering, things like that.
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On 5/3/2016 at 6:39 AM, mattinoz said:
Squad said they won't charge you. As far as I can tell there is a magic buy in date and some customers could be charged for version 2+ at some point in the unspecified future. They also seem to retain the right to charge everyone for games involving Kerbals that aren't called KSP.
I would be very much inclined to pay Squad more money if the opportunity arises, but not very anything called KSP version 1.x and version 2 would have to be spiffy.
#mircoTranactionGamesAreEVIL
Correct. People who bought the game before a certain date will get all future content free. After that date, there is no such commitment from Squad (I think it's 0.26, but might be wrong).
That doesn't include bug fixes, I guess. Though it's very common to only release bug fixes in combination with paid DLC or content packs nowadays (and tbh it always has been, especially as in the past bug fixes had to be distributed using physical media).
And as well, many other software products (not counting games), you only get bug fixes if you sign a service contract which will cost you quite a bit of money. This hasn't made it into the gaming industry afaik, but it's a totally viable business model that's used by most companies out there creating products for professional use. -
10 hours ago, Rocket In My Pocket said:
I've got an even better idea!
Let's go Free2Play and have micro transactions.
"Do you want to time warp? Only 99 cents per minute!"
Today's special!!! 10 Terrier engines for only $4.99!!!
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Far too complicated. Just copy the steam/stamapps/common/Kerbal Space Program directory to somewhere else. Rename it to whatever you like.
Bob's your uncle.
Myself I just use 7Zip and zip up the entire directory, then name it by timestamp or build number, and move the zip file to an external drive.
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@federicoaa that's the exact same thing I get, except I get it only around airless bodies.
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31 minutes ago, Jim DiGriz said:
I played 1.1.2 earlier today and did a successful mission to land on the mun in career mode with ckan telling me that i have 106 mods enabled -- no crashing. for how stupid i'm being with all the mods i have loaded up its being remarkably stable... heading to minmus now...
yup. Ran 1.1.2 for like 10 hours yesterday, no crashes (though I did restart it once, needed the computer for something else for a while).
And that included landing a rover and 2 landers on Minmus, driving rovers on Kerbin, the Mun, and Minmus, switching to things landed and put in orbit around Ike, Eeloo, and Duna.
Legs and wheels don't explode randomly, if at all. And I'm certainly not using excessive numbers of legs (4 LT-1s for a lander that people generally advised you to use 4-6 LT-2s for in the past for example).
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he's complaining here because he knows full well his problems are caused by incompatible mods and thus won't get fixed by Squad.
Trolls will be trolls.
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1 hour ago, Meiyo said:
nothing work with 1.1.2, update please i've loose all craft
Most things work, but RT and AntennaRange don't.
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10 minutes after I install 1.26 you release 1.27, of course
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Looks like Antennarange broke with KSP 1.1.2, worked fine in 1.1.1. Just a headsup. Thanks for a good mod. Like the need for antennas, but remotetech is too cumbersome for me.
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1.1.2 is now live on both steam and the KSP store.
I have a feeling...
in KSP1 Discussion
Posted
in every single community for every single game out there...
World of Warcraft has been 'near death" for over a decade if you believe the constant flood of doomsday predictions about it for example. It has over 10 million paying customers...