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Shogun Gunshow
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KSP2 Release Notes
Everything posted by Shogun Gunshow
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Being able to recover previous stages for funds is a feature of Mission Controller already. Tweaking it for 0.24, or creating other mods that add a bit more complication in the recovery process, doesn't seem like it'll be difficult. It's not really an 'if', but 'when'.
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[0.23.5] Persistent Momentum 1.0 (14 July)
Shogun Gunshow replied to cybutek's topic in KSP1 Mod Releases
Sounds like an awesome mod. I've been waiting for something like this for my rotating space stations. Once 0.24 drops, I'm definitely trying this out. -
e: beaten
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Will 64 bit allow for larger, higher part count ships?
Shogun Gunshow replied to montyben101's topic in KSP1 Discussion
And multi-threading isn't really like flipping a switch, from what I understand. Like, you have to really redesign how things access your game files to allow multi-threading at a good level. -
Where are people getting this 'no procedural missions' stuff? Was it mentioned on a cast somewhere? Because the video suggests that procedural generation is in. Quoting from the video: "Contracts are scripted at first, but will soon switch to procedural mode." Your first missions pretty much HAVE to be scripted, because they're the incredibly basic ones. It would be silly if the game throws a mission at you to establish a Jool colony before your first technology is unlocked.
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Must be something that got deleted. I don't see anything on OP's visible forum posts that suggests what he's claiming.
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Probably expect 64-bit in October or something. Probably expect 0.24 sometime in July.
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Squad has features they need to complete, and a limited amount of employees to dedicate to those tasks. Unlike modders, it's not often that they get a chance to go wild and try some weird ideas. This is why opening a game to modding is so powerful: no matter how large your team, you just can't match the creativity and resourcefulness of thousands of modders experimenting and mucking around in the code. Modders are always going to be ahead of Squad in creating new stuff. That's just kind of the nature of it.
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I wonder if certain parts could be locked when you pass certain debt levels. A little bit in debt, the government/banks don't care. Start getting more in the hole, however, and they'll stop shelling out money to let you build high-end goodies like atomic rockets and stuff from the Interstellar pack. As you go more and more into debt, you lose the ability to use more and more of the tech you have unlocked in the science tree, capping out where you only have some basic rocketry available (base tech plus the first tier), enough to recover your space program over time, but you might have to do a lot of the basic missions to get out of the hole. An alternative to grinding lowbie stuff if this was implemented: when your space program gets deep in the hole, you start getting mission offers from the commercial/private sector. These missions offer little to no science, distasteful to the intellectual Kerbal, but have large payouts. Activities like putting a satellite into orbit to broadcast to the whole of Kerbol the latest episodes of Who Wants to be a Kerballionaire and The Real House Kerbettes of Atlanta, or maybe putting an advertisement on the Mun, planting a flag with "DRINK KEPSI" on it. The scientists might scoff, and Jeb might hate having his precious rockets slapped with sponsorship logos, but maybe they shouldn't have launched a 100 ton fusion monstrosity without enough struts.
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Is it possible to actually enter into a 'failure state' with this mod? I've read some stuff about bankruptcy, but I'm curious about when it happens, because I just took a few expensive rockets out on a joyride in a new career mode to test, and at negative 218k funds, I'm still being allowed to build 66k ships with no hassle. Is this intended? What are the negative effects, other than lower mission payouts (which don't seem to matter because money doesn't actually serve as a limiter)?