Jump to content

Carraux

Members
  • Posts

    219
  • Joined

  • Last visited

Posts posted by Carraux

  1. 3 hours ago, Red Iron Crown said:

    I have to go against the consensus here and say that an SSD makes little difference for KSP loading times. KSP does so much processing of data as it loads that it's largely CPU-bound rather than storage-bound, so the differences are marginal at best. My testing for this is a couple of years old, if someone would care to test on a machine with both (my current machines are either/or), I'd love to hear about the results.

    One place is does help is if a bug (whether stock or from a mod) causes the game to start logspamming, logspam is barely noticeable on an SSD machine while it can feel crippling on a spinning disk.

    For just about everything else an SSD is a win for load times and general snappiness, I would not build or buy a PC today without one.

    I have two SSDs in RAID 0 and it makes a difference, a big one.

  2. Great work so far, thumbs up!

    But I think you should tidy up your installation folder a little.  For a lot of "part.cfg" files there exists "part - Copy - Copy.cfg" and "part - Copy (2).cfg" and "part - Copy (2) - Copy.cfg". KSP loads all of them and this is probably not want you want. And in CMES->Structural->SLS_CM is and old zip files for fairing which probably does not belong there..??

    <Edit:>
    I have to correct myself. It looks that the different config files indeed belong to different parts, althouth their file name suggests that this is the same config file existing multiple times... :confused:

  3. Great work so far, thumbs up!

    But I think you should tidy up your installation folder a little.  For a lot of "part.cfg" files there exists "part - Copy - Copy.cfg" and "part - Copy (2).cfg" and "part - Copy (2) - Copy.cfg". KSP loads all of them and this is probably not want you want. And in CMES->Structural->SLS_CM is and old zip files for fairing which probably does not belong there..??

     

  4. I did a fresh install of KSP, installed RSS & RO and all associated files via CKA, added PlanetShine, Scatter and DistandObjectEnhancement via CKAN and then installed the EVE and RVE-Linux manually. When startig KSP I got clouds only on the northern hemisphere and when pressing ALT-0 the Eve-Manager tells me: "No config! Please add a config with the content of "EVE_TEXTURE_CONFIG{}" to populate."

    Any idea what's missing?

  5. On 6.6.2016 at 6:01 PM, JoeNapalm said:

    Should...should we tell him about revert and quicksave?

    I'm gonna tell him.

    ...

    Someone's gotta tell him!!

     

    -Jn-

    Not always is a quicksave at hand
    To lead me back to promised land.

    (and sometimes revert isn't possible)

  6. On 4.6.2016 at 4:14 AM, ForsakenVoyager said:

    You don't know for sure it won't have mods, and I don't know for sure it will.

    According to Polygon, the xBox version won't have mod support (Hear here, at approx 5:30) and because xBox and PS4 will use the same code base, I really doubt that the PS4 will have mod support. Besides: Mod support for console was always a big question among all fans of KSP, but Squad never confirmed (nor denied) mod support. Squad is a marketing company, so they surely would have taken advantage on spreading good news...

    So yes, you are right, I don't know for sure. But I will bet my boots on it...

  7. No.

    Console version won't have any mods and stock game can't compensate. Too much is still missing. And creating a controller friendly UI will be a tough job (and I doubt it will be genuine).

    And last: Graphics. I doubt that average console gamers are as forgiving as pc gamers are, The claim for good graphics is imho higher there, because they know about the capabilities of their machines. I doubt that a console KSP with current poor graphics, a probably (sub)mediocre UI and no support for mods and no addtional features will get a good critics score. Probably console version is for the enthusiasts only, who already know the game. I believe that Squad will fall flat on their face.

  8. On 26.5.2016 at 9:01 PM, Hodari said:

    And I'd say overall, KSP does pretty well at giving you all three of those options.  Career mode certainly has room for improvement [...]

    I allow me the luxury of having a different opinion: I think that KSP doesn't do pretty well. To say, that career mode has room for improvement, is an understatement and eloquence. In my eyes career mode simply does not work (speaking in terms of game design).

  9. On 26.5.2016 at 9:01 PM, Hodari said:

    No, not really.  The whole point of a "sandbox" style of game is that it ALLOWS you to create your own goals.

    Please excuse me for not being clear enough: I was referring to the lack of goals in career mode, not sandbox.

  10. On 25.5.2016 at 10:17 AM, Hodari said:

    3.  Set your own limitations on yourself.

    Appreciated, but... isn't that a sad commentary of KSP (or Squad?). If you have to sculpt the game goals for yourself, because the game isn't capable of doing so?

  11. I felt the same way. Career is like crippled sandbox mode. The goal is to unlock parts so that finally - when you have unlocked all parts - you play sandbox. There is no extra value for me in playing career. In the end, even sandbox was pointless.

    Try Realism Overhaul. Helped me a lot.

  12. 1 hour ago, herbal space program said:

    I agree that demanding for Squad to answer to these accusations publicly is unrealistic and pointlessly antagonistic. But it does seem pretty clear at this point that they are still using a garage band development model even after their game has hit the big time. The devoted fans are screaming for more, and it is really very slow in coming. Modders are cranking out content way faster than the core development team is. I understand that there was a physics port and that's a whole lot of work for no content advantage, but still it is not unreasonable to expect them to have taken this ball and run further with it by now.  If that's because they have in fact taken the bulk of the revenue from KSP and put it towards other ventures, leaving us out in the cold, then I do think it is pitchforks-and-torches time. Mind you, I could never begin to begrudge them the $20 that my early access purchase cost for the 1500+ hours of play that I've (mostly) enjoyed, but I want so much more, and I'm willing to pay what a big league game would cost right now just for a promise I can believe that a lot more is forthcoming in the next year or two. But if Squad is going to take that money and not deliver, then I'd rather see somebody with a real commitment to game development buy them out and finish the job properly.

    I understand that Early Access was neccessary to get the funding done. The team was small (and absolutely inexperienced in software developmant and game design) but passionate. If Early Access pours in the money (and it did), Squad was able to surve the time of development and it would have gave them the opportunity to hire additional professionals to get the job done. Professionals like design and render artists, sound artists and & engineers, experienced developers and - for me one keypoint - game designers.

    But they didn't...

    Never.

    And that saddens me. The game showed really high potential. But they were never able to make this dream come true. It's still half finished beginner's work. I wish, I could see a KSP version made by a professional team.

  13. 4 hours ago, Signo said:

    From my interested customer point of view I hope Squad can get a huge profit that will lead to a wonderful KSP 2.

    (Does a bee care about flowers?)

     

    Up to mid 2015, Squad had sold over one million copies of KSP over Steam alone. Considering, that we have 2016 now and that they sell the game over their website too, I think it is fair to estimate the total number of sold copies up to 2 million (possibly more). Game costs now 40 bucks (I bought it for 20), so the total revenue should be around... ...more than 50 million US dollars.

  14. 22 minutes ago, Pax Kerbana said:

    As much as I love KSP, I disagree. What we have now is excellent for what is actually complete. The "overall" of KSP isn't close to being complete, and no, they have not done a great job managing it.

    If a major developer decided to make a game similar to KSP, it would be done in 2 years and released without major bugs. It would have everything we want in it, better graphics, and be fast to boot. Don't get me wrong... I love KSP and the little green frogmen (this by far is the secret to KSP's success).

    Squad being inexperienced in game development isn't the bad thing. The bad thing is they haven't learned yet how to develop. I mean, 1.1.2 was just released and it crashed 20 minutes into my first game. Really?

    I imagine the problem afflicting Squad is the same problem that hurts many companies. A small group of people at the top are so petrified of loosing control that they intentionally avoid hiring experienced people.

    The never hired professionals, as far as I know. And I doubt that they ever will. This is harvester's baby. All and alone.

  15. 4 hours ago, rolls said:

    Ok I've been trying to get a rocket into launch for about 3 days now and I cannot for the life of me figure out how to stop the interstage fairing from wobbling. I've made sure the interstage fairing upper floating node is attached to the thrust plate centre node. I've made sure my fairing is locked. I've enabled auto strut. I've added 5000x struts manually between the two but it always loveing wobbles.No matter how I attach things I end up with this about 3 seconds after launch. I'm running 1.0.5 with all the standard mods.

    I've also tried changing the root node to the centre of the rocket, I've tried using mechjeb and stability assist, nothing works.

    Please help, I really want to play RO but the wobbling is doing my head in.

    I've attached my rocket if anyone could please have a look at it.

    https://dl.dropboxusercontent.com/u/1428435/orbit.craft

    Your can try one or all of the following tricks:

    • - Use some SAS! So MechJeb & Co aren't forced to gimbal for every minor wobble.
    • - The amount of wobble is usually determined by how much your command core wobbles (or any other part with "Command From Here" set). And the rocket wobbles around its center of mass, which means that the amount of wobble for a part is the higher the more away it is away from the center. If  you move the command core near the center of mass, the core wobbles less and therefore initiate less counter steering.  A good place could be right above the center engine of the 2nd stage (between engine and tank)
    • - If you use MechJeb then be informed that MechJeb tends to oversteer on large & sluggish rockets. On launch pad, open MechJeb's attitude menu (2nd from top) and change the following values:
      Tf range min/max from [0.1/0.5] to [0.01/0.15]
      Kp from 3 to 30
      Ki from 6 to 60

    I hope, this helps.

    And remove your 5000 struts... :)

  16. 41 minutes ago, rolls said:

    How do I attach it to a surface opposed to thrust plate if I want 5 of them? I can attach 1 no problem, but I need the centre node for the structural fairing floating node, so I couldn't figure out any way to do it other than using a thrust plate and using a minimum of two engines?

    Look onto the lower side of the tank. Grab an engine. Change symmetry count to 5 (or whatever you need) and hover the engine over the lower side of your tank between center point and edge, Place them, where it fits your need/design.

  17. On 26.4.2016 at 3:18 AM, Dman979 said:

    Ok, @NathanKell, got a question for ya-

    Besides Soviet Engines (which is rapidly becoming depreciated), are there any other mods that have the RD-180?

    Thanks.

    Bobcat's Soviet Engine Pack is one of my favorite addons for RO. Why it is becoming depreciated? Is there noone to care about? It would be a shame if we loose this mod.

×
×
  • Create New...