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Everything posted by John FX
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Is there a known bug that would explain why my KSP crashes if I try to warp more than about 20 days at the KSC? I am hoping there is, otherwise I am facing a fair amount of mod interaction investigation. EDIT : It seems the bug I have is a lot like `Crash when time accelerating #1561`. I have the latest version of Principia and that issue is closed though. Are there particular logs or similar which may be useful? EDIT 2 : I have a new error in glog,
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Currently EC is in `units` which do not seem to relate logically when different uses are considered. Some parts use far too much, others not enough. Generally in the game, the units used do not seem to relate to real world units, we use meters and meters per second for height and speed of course and Kg for the weight of your craft but what is the fuel unit? Kg, Litre, pound? What is the EC unit? Kwh? Ah? Why use Earth units for some things but not others? It makes no sense when people are using equations to determine the rocket equation for example to not have the unit that fuel comes in be obvious to the user. In a similar way, EC usage needs either a mod or a spreadsheet just to know if your craft will have enough or not. It would be nice to have maximum EC usage reported to the user as a single number in the VAB at least. It would really be nice for there to be some unit for EC which would make sense to someone familiar with electricity. A general pass through the code dealing with EC making all part's usage make sense relative to each other and having each part let the user know the EC usage, not just in the VAB but in flight as well would be most welcome. I am sure some others have better things to say about sorting out the way KSP deals with EC. These are just some early morning random thoughts from me. Sorry if it should make more sense, might need another coffee
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Tell me about it, I committed to designing a real world product about a year ago. Learning what I needed was the easy part, the hard part is making myself work on it every day because I know if I can get the product in a stable saleable state it will be very very worth a year or two of working with no wages. I now have a prototype working in the real world doing all the stuff it needs to, now I need to strengthen the code, make it properly robust and add a pretty , stable, and functional interface so people think the underlying code is also pretty , stable, and functional. Realistically there is at least another year of work to do. I am not doing bad for only having a design team of 1. EDIT : It's not a big problem but a problem does not have to be big in order for it to still be a problem, enough of a problem that someone is willing to put the work in to sort it out. So, not a big problem but still a problem to some.
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This is exactly the problem I am experiencing at the moment. All I am looking for is the hotkey to open up the settings window but that information is not in the first post or the wiki as far as I can see and there's no way that I'm going to look through this many pages of technical support requests just to find that out
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Antenna Range Diagram (stock / OPM /JX2 / GPP / GPO)
John FX replied to Kergarin's topic in KSP1 Tutorials
That is completely understandable, to be honest just knowing the relative increase in range for various antenna with the upgrades is very helpful. I always wondered just how beneficial upgrading the antenna was, now I know it is very beneficial. -
yes, eventually you will. Either your old one will stop working, or a new one will be so cheap for what you get that you will just replace it, or your old one will stop being supported. Unless of course you plan on your current card being the very last one you will ever buy and you will stop using a computer if it stops working. I didn't say you were, you said that part packs were overpowered and you would assume all part packs were unless proven otherwise, there was no mention of boredom. Here, if you have forgotten I have quoted you for you. If you wanted proof of parts that were not overpowered, you should try Realism Overhaul; and the part packs for that because they are the proof you say you require. Not because you are bored with the game. I then stated that even the most basic card can handle them, mine is very basic and does fine for example, if your card is worse than the most basic one then the problem is not with the part packs. I have had great fun using them. EDIT : That seems the most appropriate response to me also.
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The Official Realism Overhaul Craft Repository.
John FX replied to Matuchkin's topic in KSP1 The Spacecraft Exchange
Nope. I don't think replicas are boring but I like designing my own craft and landers so much I do not even repeat designs across saves. I like revisiting the same problems and seeing if I find new solutions. I have just started testing Principia with RSS/RO. It seems very stable and provides the same level of interest over RSS/RO that RSS/RO does over stock. Orbits are... interesting. -
KSP 2 Would Have Microtransactions
John FX replied to llanthas's topic in KSP1 Suggestions & Development Discussion
I too am hoping for the best. All this talk is just that. Talk We all will have to wait and see what happens. We may get the best game of the series before they kill it off with a terrible game, we may already be playing that game. None of us know, not even TT. -
You should try Realism Overhaul and some of the rocket packs for that. They are as close to real statistics as can be done and make stock parts feel like crazy overpowered vanity parts, especially when there is a limit on the amount of time they can run before burning through and failing, and a limit on the amount of times they can be ignited (usually only once). As for your poor graphics card, I am afraid only one solution seems appropriate for that, getting a better one. The one I am using cost £65 from amazon and it runs a full RO/RSS(8K textures) install with many many part packs, as well as RSSEVE, and it does it without breaking a sweat. The level of hardware needed to cope with a fairly intense KSP install is really cheap these days and nowhere near the top end, at least as far as graphics cards go. I am just getting the feel of Principia as we speak, it is very very cool. Throws out of the window most of the stuff I have learned in KSP, even the new stuff I learned playing Realism Overhaul in RSS. Not harder, not easier, very different and a LOT more fun. EDIT : "There's a mod for that" is, as you say, trite and is punted out at times when it is not appropriate. Conversely, it is just as annoying when someone is asking for mods which can do that or the easiest way to find out that information and they get told to use a pen and paper or a spreadsheet, and for the same reasons. Some people just want to know the Dv of their craft and to have it displayed live without loads of working out. It gives it's own type of understanding of how and why things work the way they do when you make changes to your craft and see the effect on Dv live. It is the difference between a list of numbers and a graph, it allows you to visualise what is going on in another way. Many scientists visualise their data to get a better understanding of it. It can speed up the learning process no end.
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KSP 2 Would Have Microtransactions
John FX replied to llanthas's topic in KSP1 Suggestions & Development Discussion
I do not know how much money is being made from selling things like Kerbal plushies, Kerbal 3D printed models, etc When you buy the rights to `kerbals` and all things kerbal that opens up many more options for monetization than just selling the game. It also opens up options for mobile games that are nothing like KSP. Kerbal Crush anyone? Angry Kerbals? Kerbalcraft? and so on. But with less copyright infringement. -
Initially I though the thread was about grabbing items on the tech tree, possibly to move them about in order to make your own tree. That would be great. On topic, I imagine that, as said, the options opened by the claw are fairly specific and the item would not go well in other nodes, the item is not needed for normal play, so it is optional whether you spend the science to open the node. Later in a career, the item would be relatively cheaper.
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Generally to see lens flare, you also need to see the light source in order for that to flare inside the lens. Although just because it cannot be does not mean it is not supposed to be...
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Does anyone else see the orange ball monster hiding behind the VAB throwing an asteroid onto that poor unsuspecting kerbal?
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KSP 2 Would Have Microtransactions
John FX replied to llanthas's topic in KSP1 Suggestions & Development Discussion
I only say this because it is what always happens to games. Every game series I have played has had the same done to it. The graphics become more cartoon like but more polished, the gameplay becomes simpler to make it accessible to those less able to play at the current level of skill thereby increasing the possible player base and so sales, a reason to restrict modding is that it increases possible revenue for paid DLC etc. You are probably right that milking DLC will be the next phase and that future decisions will be based on how that does but back on topic, I reckon KSP 2 will be more story driven, with simpler gameplay, possibly simpler physics to speed it up, and better graphics. If there are micro-transactions I will not be buying it, if there are not, depending on how they make it, I might. This is just my opinion, I am hoping reality will prove me wrong but it so rarely does. If you recall I posted in the weekly that main game development had stopped for months before Squad told us that was right and they were now working on DLC instead of new main game features. At least they have continued bug fixing and the new Unity will be nice. -
KSP 2 Would Have Microtransactions
John FX replied to llanthas's topic in KSP1 Suggestions & Development Discussion
I also think that a new game, with more `accessible` gameplay, possibly an autopilot, driven by a large marketing campaign based on the reputation of the first game would lead to a fair amount of profit before people realised it was just a dumbed down version of the first game with less modding capabilities and more cartoony graphics and simpler gameplay. At least career would be sorted. There are millions of reasons for KSP 2, all of them are some form of currency. -
KSP 2 Would Have Microtransactions
John FX replied to llanthas's topic in KSP1 Suggestions & Development Discussion
Happiness, health, and contentment are bad for profit. EDIT : I had heard the new Unity had improved a fair amount on GC and if so, I hope that version is the one KSP will be put onto. GC is my current major bug-bear. -
I am not so drastic, I would not be able to really enjoy the game, but I would live. When I load KSP, Module Manager implements over 46,000 patches...
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Surely 39.33952 m/s would be more appropriate? EDIT : It seems there is a reason for this as well. Apparently the amount of time it takes a DeLorean to pass a fixed point at 88MPH is the same time it takes light to circumnavigate the planet, being .10717 seconds. There is a suggestion that what actually happens is the car has to pass the wormhole boundary in that amount of time to reappear at the same place but in a different time, there is also some gravity explanation for why the motion of the sun/planet does not need to be taken into account. I have not checked the maths, it might be out by a few percent but it is an interesting theory. It would suggest you can only travel to the same place but a different time in discrete 0.107s jumps.
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That is fair enough but I unfortunately am not able to permit myself the luxury of such departure from reality. The real reason for the monoliths is because they were supposed to be part of a greater plot career story which was never made into reality by the devs. To me it is like making stories about how gas planet 2 was ejected from the system by <something>. It is not the real reason why we do not have it but it could make some interesting stories from those capable of doing so. Myself, knowing the real reason, I cannot delude myself but it is no reason for others to not do so. As some would say, crack on if you want.
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My theory is that the goals of the devs were much grander in the past and they wanted to have a back story and proper career but then we went into and out of beta too soon and so the idea got shelved and now we have stuff laying about in the game which serves no purpose but looks like it should do something, like stats for your kerbals. They do nothing but look like they should, just like the monoliths. Each of these items I see as a mark of shame for the devs resulting from unfinished plans which could have made the game much better. That is my theory, they are left behind to remind the devs of what KSP could have been. I hear there is one on Gas Planet 2...
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KSP 2 Would Have Microtransactions
John FX replied to llanthas's topic in KSP1 Suggestions & Development Discussion
Which is why I said individual inclinations, I was not aware that Principia had come along so far. -
KSP 2 Would Have Microtransactions
John FX replied to llanthas's topic in KSP1 Suggestions & Development Discussion
I don't microtransact and if microtransactions are the only way to progress in a game then I do not play that game, it really is that simple for me. Of course, TT do not own the rights to all games based around making rockets in a solar system and flying them, just ones that mention Kerbals. Should they go down that route then there will be an opening in the market for such a game, a game which is the one we all want, not the one TT would have made by then. They will have to either not do that to KSP, or risk someone else just making the game they should have. EDIT : Individual planetary inclinations, which would allow us to have Earth at 28 degrees and Uranus at closer to 90.