Jump to content

boxman

Members
  • Posts

    676
  • Joined

  • Last visited

Everything posted by boxman

  1. But the disk is generally not a bottleneck unless you run it on your system disk. People have shown this time and time again with comparisions. The best you will get is a few seconds improvement. So it would be better idea to get SSD for other reasons than KSP where it does not really matter.
  2. I really know that feeling... I feel like I have done anything. I wish they would just add something that would do what docking ports did to the gameplay back in .18. For a while it was being able to build bigger more complicated stuff that kept me going, but with latest versions the performance has declined instead of improved.
  3. And that is why it is so hot over there because jet stream is so far south that it traps the heat south of jet stream. Normally it should be going north of here during summertime.
  4. We are already in july* and yet not a SINGLE summer day here in middle of Norway... Even the iceberg called Greenland has been hotter with temps over 20c.. Meanwhile last year this time of year we had well over 30c in shade... Love having to wear winter jacked as if it is still march/april or october...
  5. The only difference will be a few seconds at best unless you are using a slow 5400rpm drive and have the game installed on OS/swap drive. Since I have 16gigs of ram I even tried installing it to a ram disk which is much quicker than a SSD and that made hardly a difference as well, so the bottleneck seems be with the way the game loads. It seems you will get more benefit from faster cpu than faster disk.
  6. The difference is very slim to the point where it is hardly noticeable. Might be the case if you are running on a slow drive that is at same time used as system drive, but otherwise in my experience mechanical drives are only slightly slower. Since I have 16gigs of ram i even tried to make a ram disk and run KSP entirely from ram and yet it took nearly as long. So it seems like there is something about the loading process that limits how fast it can load.
  7. Try an old version with the old landing gears that had no suspension going at more like 3m/s is most likely going to ruin your day
  8. Scaling down the solar system does not have to really affect realism that much when they balance everything else correctly. And this does not say anything about whether they aim for realism. It is for sure leaning mostly towards realism.
  9. That is not what they said in older days at all. They used to say they wanted ot to be very realistic, but yet at the same time fun. They even talked on the early squadcasts about how they spent so much time tweaking engines to be as realistic as possible to real life versions. And how they also made kerbal system as close as possible to ours that i could in that smaller scale. But since the steam release that is apparently not a thing anymore and now suddenly realism is boring?? The only place where they sacrificed realism for "fun" was with long tedious tasks like long burns and slow ascent created by things like full scale solar system/planets. They still had realism as first priority. If they dumb it down much more it is not going to be fun to anyone. What squad needs to realize is that realism equals fun for alot of us. It has already lost some of that sense of achievement you would get since they made things like landing so easy now thanks to unrealistic landing legs that can handle impacts of like 20m/s. Can only imagine how it will be in a year or two thanks to console port...
  10. Of course it is since they never fixed the damn things and most likely let go of the dev that was working on it and then completely forgot about it like many other half implemented features. This is something squad could have fixed long time ago and should have been at very least included in 1.0. This is the types of stock parts that would really add to the game, as there is so much possible uses when it comes to ball bearings and rotors. Since .18 we have had no such parts at all that really add to the gameplay.
  11. It has been hidden in there since .20 or so.. Said they would enable it in one of the next versions since it had a bug that would cause the game to crash when timewarping. So it is sadly so broken that it is useless and seems like they just dropped it with no more information. Really dissapoints me that they start working on features only to never finish them. Bet it was developed by one of the many devs that seems to have left/been replaced...
  12. boxman

    nothing

    What time of day is it going to be?
  13. Might as well make it automatic but with a toggle to override it
  14. I dont think that is a solution either, since that could mess up alot of interesting things you can do now using mods. Like if you for example have something on a freely moving ball bearing, then the game think the vessel is static/not moving. But it really should be something you can toggle.. Just simply right click a vessel and have a option to make it physicsless.
  15. I just want to enjoy the game like I once used to. And it is kinda related to the topic anyways. They need to do better when it comes to keeping old time KSP players around and fixing the performance issues/bugs and giving us more possibilities to be creative would do just that.
  16. I guess that is a good point hehe
  17. I dont think even squad knows.. Porting to a different engine will lead to alot of unpredictable things that has to be solved, so doubt it is possible to really estimate a timeframe yet.
  18. And that is the other problem.. Instead of getting improved performance like we were promised it has just been going downhill, which leads to even more limitations to how big you can build. I also wish we could just turn of physics on certain crafts. Why can I not for example toggle my surface stations to be physics free? Once you have a solid base on ground it is not like physics will do much anyways. If i could toggle the physics, I could build something wastly bigger without without having the frame rates turn into 1 digit numbers. Hopefully unity5 will really make a difference with at least one of these issues, but I hope they also add something that let us toggle the physics.
  19. Mods like infernal robotics are great, but sadly there is always that issue with updates breaking the mods and not being able to share your craft files. Also thanks to memory issues it will also make make KSP more unstable which is something that has gotten worse over the last versions. I really look forward to a day when I can actually stop worrying about the 32bit limitations or having the mods break on me. This is why I have been so vocal about them releasing the game soon being such a bad stategy. I had expected than once we reached 1.0 these issues would no longer be a thing since by then it should be more or less finished enough to not break mods or savegames with every damn update. I have come across mods that were discotinued as well so that they were permanently broken after a update.
  20. For all I know you are correct.. It is just how i see it when it comes to actual active threads. There was a time when you would have threads on page 3 that had posts from the very same day. Today you only have scroll down on first page to see threads that has not had any posts at all today. - - - Updated - - - There are other things that could be done, like for example giving us something to explore on planets or adding some features that will boost creativity and change gameplay like docking ports did for .18. What those simple docking ports did for gameplay and creativity is something we have not seen since the .18 update. And with some of the parts they added I think they could have done alot more. I think it was a big mistake to just add only full shuttle bays for example. I would rather see official loose hinges and powered ones, so that I can build my own hinges from scratch, so I can make build my own bays from scratch to make my ships more unique. And those hinges could be used for so much else that they were never intended for in the first place, while that is sadly impossible when you get only fully premade bays.
  21. It was you who said they were all busy playing the game and steamdb stats just does not show this. - - - Updated - - - When it comes to this forum it happened long before that. I saw the decline starting after .20 or so. It might of course be that more people are active on sites like reddit or steam forums, but this forum does not seem as active as it once was.
  22. The amount of active players on steam has dropped nearly back to pre 1.0 launch, so he does kinda have a point. We really need some real things to do and explore.. Once you have visited most planet/moons, built bases, stations and so on you will lose that feeling of achievement that you once had and then there really is not that much left to do. I have seen quite a few long time players feel the same way. For me the only hope is unity5 since then I can hopefully do something a bit more advanced when it comes to surface stations and space stations.
  23. Some jobless guy decided to build his own helicopter out of trash: http://www.news24.com/SouthAfrica/News/Jobless-man-builds-helicopter-with-recycled-material-20150619
  24. You should re read the comments in this thread. Most of us who are skeptical about this project are worried that it will COST them money instead of profiting from it. I have so far only seen a few people ever mentioning they want a console port. This type of game is the kind of game that rarely do good on consoles and the controls and lack of mods will also make this game very limited compared to the pc version and that is if they somehow make it even run properly on such low end hardware. We are also skeptical because the company behind the port has absolutely no trackrecord except for very simple and shady looking mobile games. Some of the games shown on the website even looks like they have been just reskinned and sold as a different game even though the gameplay looks the same. The type of games they make is something you could easily make in gamemaker with no coding skills at all. Edit: I am not saying this is proof or anything that they are not capable of porting the game, but I think it is perfectly ok to be skeptical and critical when they have no track record with advanced games like this. I think the only thing that will help us relax a bit is them showing us that the game runs and that the controller actually works with editor, UI and things like action groups. - - - Updated - - - Either way it will be limited to mods that does not need any extra code/dlls to function. So it will still be a heavily stripped down version even if by some miracle they get it working as good with the ps4 controller.
×
×
  • Create New...