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KSP2 Release Notes
Everything posted by John FX
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Running List: Simple Suggestions
John FX replied to Wcmille's topic in KSP1 Suggestions & Development Discussion
I think the game would be better with all these suggestions. -
Enhanced Edition Laggy/Game Stutter
John FX replied to BGH9's topic in KSP1 Suggestions & Development Discussion
The simple answer is a console is made for shiny graphics, which are not hard as it has a good graphics chip. KSP needs a good processor because it has actually hard code to process. Consoles are less well equipped in that area. As such a console can play something like COD with amazing frame rates and graphics fairly easily but KSP, which has lots of physics to calculate, is very hard for a console. TL;DR you will not stop the stutter and you will not get good frame rates on a console with KSP.- 12 replies
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- enhanced edition
- lag
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Needs addressed please.
John FX replied to Talavar's topic in KSP1 Suggestions & Development Discussion
Hilarious. Asking Squad to be clear about future plans? Hahaha. -
Sorry for the cryptic title, I have been playing `Oxygen not Included` and the default behaviour for the mouse, if there are multiple items under your pointer, is to cycle through the options with each click. This behaviour is very very good. For example, on one square you might have copper, a pipe, an electrical wire, and a ladder. First click you select the copper and can choose an action to do with it, next click you select the pipe, then the wire, then the ladder. No item is unavailable to be clicked on, the only input from the user is a click. This is needed in KSP, especially in the map view. If you have two craft 3km from each other then you just cannot switch craft reliably. You are too far to use [ and ] and you are told to use the map. When you use the map you cannot zoom in far enough for the craft to appear distinct so you cannot click on the other craft. Instead you must exit the flight screen, go to KSC, enter the map view there, then select your craft from the list, then select to control it. This is just not good in any way. If multiple clicks cycled through possible results then you would click twice in the map view to select the other craft and switch. Much better. More like the behaviour I would expect from a game that has been released... EDIT : This would also be handy if you have a manoeuvrer node and other items too close to separate.
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Perfect. Thank you.
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See? There you go trying to explain things with sense and logic in a game about little green men on a planet 10 times too small who have no buildings except those for making and flying spacecraft and planes. Obviously it cannot happen here in the real world with all our `physics`, but in the world made from pixels, anything can happen. To see which world you are in, try to take apart anything in the VAB menu, if you are in the world made from pixels you will find it is just a solid part, with no internal components. It makes thrust purely by `magic`. If you can take it apart and see a mechanism that makes it work, you are in the real world. In the pixel world, it is completely possible to have just a smattering of degenerate neutronium evenly spread all through the planet... Maybe the same wizard is responsible for both effects?
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I think you got your price point right. It would even have been right in pounds instead of dollars. Christmas is in March this year, who would have thought?
- 444 replies
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- 1
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- making history expansion
- release date
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If you do not want people to make assumptions maybe your posts should make more sense, or even just be funny. I bet you are fun at parties. "Actually, we should not use the words `Happy Birthday` when congratulating someone on the anniversary of it. We should congratulate them on the anniversary of the event, not the event itself." Oh how we laughed. Wait, no we didn't. Just to be clear a `bane` is a cause of great distress or annoyance. For example a Balrog would be a bane to dwarves. A heavy rocket would be a bane to Jeb. As such, if the core of Kerbin were to be made of an old core from a neutron star, if you delved too deeply and too greedily for your ore, from which you would make a rocket, then it would be heavier than normal ore as it contains small amounts of degenerate neutronium. If you made your rocket from this ore, it would have a poor TWR, and this is what we find in KSP. This would frustrate an astronaut who wanted to reach orbit due to the rocket equation. It would be Jeb's Bane. YOU might want to read up on the definitions of words before you incorrectly correct others when they use words correctly again... I assumed you had not read the book due to your comment bearing no relation to the bane of the dwarves, Tolkien, or even the correct usage of the word.
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I take it you have not read The Lord of the RIngs...
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Just found out about this. Might well have to install it when I have time.
- 1,022 replies
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- beautify
- visualoverhaul
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I saw someone else asked but nobody replied, how is one supposed to land a lander on Venus when no part can survive the pressure? Does anyone know of a mod which contains higher pressure parts that might be up to the task?
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Ah, maybe they delved too greedily and too deep, and ended up with ore that was too heavy. Jeb's bane.
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When building a craft to fulfil a contract in the VAB (or SPH), sometimes you are building to a budget for a particular contract. It would be nice to have the financial reward for each contract visible in the little popup window that shows you the criteria for your contracts. Then you could make sure your craft costs less than the amount you will receive for doing the contract as well as having enough Dv.
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Granted, you suffer explosive decompression from the lack of a suit. I wish to have this wish corrupted.
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
John FX replied to Theysen's topic in KSP1 Mod Releases
Does anyone else have real trouble just getting (apollo and fuel only) docking ports to latch? I have tried rotating the craft, while rubbing the ports together, and they just will not latch. Do I have to do things with the bumpers to get them to work? When I try the bumpers just push my craft apart, hardly useful. Whatever I try I simply cannot connect two craft using docking ports. EDIT : I have decided to not bother, I will just use the claw to `dock`. Turn it on, hit the other craft hard enough and you are done, none of this fiddly messing about that, in the real world, is just done automatically by a computer. I am playing the game on a computer, if it cannot be assumed `for realism` that it has matched up the ports then I will simply not bother. Realism at that excessively pointless level without the real world devices that make it possible is just not fun (not even dwarf fortress style `fun`). They tried to dock manually in real life once, but only once... I will take their experience on board I think.- 2,215 replies
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- realism overhaul
- ro
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"It is however extremely important to note that the celestial body is called "The Sun" in the English game, and "Sun" in the game files. There is no such thing as Kerbol outside of the community forums and wiki."
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Actually most of Kerbin is matter of a density we would accept as very normal. There is a very small core made from a small piece of neutron star which is actually the remnants of an old star that got captured by The Sun, which is as far as I know still the official name for the star at the centre of the system. Most of Kerbin is normal density, except for the little bit in the middle which is very very very very dense. This is why rockets made out of matter from the mantle behave like our rockets, instead of being 10 times heavier.
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If you watched the live stream, they had the trajectories mod running and it showed a blue line indicating the live trajectory and you could see them boost back to stop, and then reverse flight back to KSC
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help getting orbit, a second time.
John FX replied to putnamto's topic in KSP1 Gameplay Questions and Tutorials
Watching mechjeb can teach you a lot. Try using the `rendezvous autopilot` followed by the `docking autopilot` (make sure your crafts have RCS) next time you want an intercept. It is not the most efficient way or the quickest way but it works pretty much all the time. When you decide it is time to go further, like Duna or Eve, mechjeb can help you to find the best time to go as well. Once you are in orbit, you are half way to everywhere. -
help getting orbit, a second time.
John FX replied to putnamto's topic in KSP1 Gameplay Questions and Tutorials
This is a much nicer place than a lot of the internet. Glad you are finding the game more fun. I had to laugh out loud when I read the `I quit this game is impossible` post, which an hour later was followed by `I DID IT! I GOT THE SCIENCE!` That is one of the great joys with this game, you want to do something, you reckon it can be done, then there are a few times of failing then great joy when you finally do it. Then you want to do it better, with less fuel. Eventually you make a craft that can refuel itself and go anywhere, or space stations, or mining bases, or recreate NASA missions. Then, when that gets boring because you find it easy now, there are many many mods which will give you all those feelings again fresh. Remember, F5 (quicksave) and F9 (quickload) are your friends. They will help you more than a lot of other things. `Ooh, looks dodgy, I'll try this`(F5) `Oh yes, that was very dodgy` (F9) `Ooh, looks dodgy, I'll try this instead` `Hmmm...` (F9) `Ooh, looks dodgy, let's see if this works <evil scientist laugh>` `That was cool, it worked!` (F5) -
Sad or not, it is true.
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Sorry but this gave me a chuckle. I have no doubt that a graphical update (which has been called for for years with no result) is very far back in the list of priorities. I was more replying to the effect that it is possible that the core code would not need to change (although likely it would), and funding would not need to be found from main game sales, which seem to be declining. The actual validity financially of doing so and likelihood of it being done is something nobody here can comment on, either through lack of information or an NDA. My suspicion is that the validity of being able to do so is very low. I am fully aware that nothing will happen unless it is the most profit making thing. As a business it would be daft to do otherwise and I have no delusions about this. I have previously said on the forum that I apply a little test to features or suggestions to see if they are likely to appear in this version of KSP. Will doing something else bring more profit for the amount of effort than X, if so X will not be done. If doing X is worth the expenditure in time etc, will waiting to release X until KSP 2 bring more profit than if released for KSP 1? If so, X will not be done for KSP 1. Obviously these are dynamic and change with new information. As such I do not think we will see a graphical update for KSP 1 because I think a graphical update would bring in far more sales for KSP 2. We can however have clouds, eclipses and the rest now by leveraging the very open code via mods, however unlikely it is for that to happen in stock. Eclipses for KSP 1 is something I would say to download a mod for, IMHO it is wasted energy calling for it to be included in the stock KSP 1.
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And yet we have them without a change to the game's code, just a mod. The current code does not, but it can be made to with a mod. This suggests an `eclipse module` could be made which is extra to the code, like the asteroid mod which added features and parts but was optional. Then those with better hardware could have a better experience, and those with a potato can play a lower quality game. I agree that nothing is for free so the addon could be for a price. I would pay for clouds, eclipses, HD textures, more complex particle effects, better flame exhausts. All these are possible with not a byte of change to the main game's code. We know this because it has been done. No doors closed, no need to change the base code, coding paid for. All optional. win-win. EDIT : Also, If you feel the need to say more than once in a post <not criticizing> then you might just be being over critical. Especially if you are a mod...