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mattihase

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  1. ok fair does. I'm not really doing something I've seen done that often anyway so I can understand having to grease the old elbows. Basically what I'm planning at the moment is a career save where I swap up the variants on parts as I go along to give myself a really strong visual indicator of what era of my career each craft comes from and I think restock would be a nice natural endpoint for that. I'm quite early on in the career though so I've got plenty of time to work away at the configs and add the restock variants in once I get to that point.
  2. Is there a version of the mod available where the "Make both versions available" option listed on the gitwiki is pre-applied or is that something I'd have to manually go through all of the files for personally?
  3. If he's done anything good it's convincing me to finally leave twitter. You have absolutely no idea how much of a boon to my overal mental health that was.
  4. Not necessarily. publicly traded companies are beholden to regulations saying they have to act "in the best interests" of their shareholders. (though usually end up doing stuff that'll hurt their bottom lines long term anyway) So if you ever see a previously privately owned company start listing themselves on the stock market, expect things to take a dive down into the sewers of anti-human practices.
  5. I don't think rendering all the parts is the current bottleneck, it's simulating them all that raises a difficulty.
  6. true but they've redeveloped the same part of stationeers 4 times over the last year.
  7. Chicago did that with their whole city once. It's kinda eerie staring down an access tunnel and seeing about 100 yards of empty space between chicago and the ground.
  8. I'm not so sure. 2 seems to have just as much of a stairstep coastline problem as 1, so if there's procgen stuff working on the fine details, it could be doing better. I wouldn't be surprised if there's bits of KSP1's UI that pre-date unity's current UI framework.
  9. I wouldn't be 100% surprised if our initial expectations for KSP moving into a custom engine was for a while the plan, but had to be dropped and things started again in unity. Of course entirely speculation and we'll likely never find out. that could certainly explain where a lot of the time went.
  10. When I was in Uni I worked on a project that had similar game world ( or rather game solar system) environment needs to KSP, and that video as well as harvesteR's old tumblr helped me a great deal in sorting out my own code, but I can definitely say for sure that a lot of the tech involved is very awkward and has a lot of edge cases you have to deal with, especially when integrating it with an existing engine's physics system. That's where things especially have the habit of going wrong. And that was for a fraction of the systems involved in ksp. Because I have direct personal experience with this sort of stuff I can say I absolutely say I have sympathy and respect for anyone taking that sort of thing on even in a team. It's a flipping menace to work on.
  11. I can imagine the community here being just as angry with rocketwerkz's development speed and bugfix records as they have been with IG. Then again the community would probably get mad at any studio that don't have game development god beams.
  12. There's been instances in the past where customers found out before employees. Which is definitely worse.
  13. Musk is not a great employer by all accounts. I wouldn't wish that on any dev team. Like surely we all remember his very dumb takes on software dev when he took over twitter such as evaluating performance of developers based on WPM or allegedly firing people for being disabled or getting rid of both HR and any form of external communications departments. not to mention that the existing dev team for KSP2 is/was quite diverse and we all know what he thinks about and how he treats minorities under his employ...
  14. One thing I noticed would be kinda handy while working on vessels for the recent seaplane weekly challenge would be a way to estimate how a vessel will lie in the water. One thing that'd be super helpful is to have an indication of a craft's centre of bouyancy at current orientation (ocean configurable) in the OAB, as well as a waterline for working out how a craft would lie in the water without having to constantly relaunch it to test different positionings. This'd also be handy for boats, and probably stuff along the lines of seadragon. I know these are mostly niche things to build in the game but it'd still be nice to have some more support for them, to go along with already having the dedicated boat launch station.
  15. (I accidentally didn't save the craft file for the A22 after I'd adjusted everything to work nicely so I just spent an hour painstakingly repositioning wings on the same craft all over again)
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