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mattihase

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Everything posted by mattihase

  1. you have no idea how happy it makes me to see a boat not HL2 Physics Glitching itself into the bottom of the ocean.
  2. Even disregarding cutting down transfer time, more efficient engines will still speed up shipping by allowing for a more favourable payload to fuel ratio, which reduces the amount of flights you'd need to transfer the same amount of resources, and will therefore lag the simulation less. I think a progression system that allows the scale of the game to expand while also keeping lag in check is a good progression system.
  3. Also one thing I am curious about from any polyglots here is what kind of font does the game use for non latin alphabets? I don't currently have it installed to make way for the 0.2 zip file to be downloaded and unzipped (I don't have a lot of spare hard drive space), but I can see the game supports Russian, Japanese, Korean, and Chinese so are they also using pixel fonts for the various alphabets those languages use?
  4. It's always kinda bugged me that the wing edit box always seems to show up exactly under the part manager and always behind it so if part manager is open I can never see it when it first pops up.
  5. I will say in the map view the pixelated vessel icons kinda remind me of back when I made one of my earliest unity games and it was in a "pixel art" style but it was before they added the pixel perfect camera so the whole world was made out of pixel art but because it was moving around and rotating all smooth and some stuff was scaled wrong, it looked jarringly bad, and anyway yeah "giant pixel art capsule awkwardly scaled on the screen" is reminding me of that and how irritated I was with not being able to get that looking good. On the other hand it does remind me of old flash animations and webcomics so that's kind of nostalgically good, but still I think in this context it do kinda just look bad.
  6. Someone is going to try and get there using one RAPIER and 1000 years of gravity assists and I look forward to celebrating it.
  7. dat wobble though. truly impressed you got something like this working.
  8. I think there's somewhat of an element too in the game of ultimately things do become obselete as new parts are added. I mean, think of how often we make Jet SSTOs post RAPIER. We can, as a challenge, but most of the time it just isn't worth it.
  9. I assume the "balance" is the tech tree & cost of setting up colonies to fuel them. Plus like with NERV SSTOs in 2 you probably have the additional balance feature of them relying on awkwardly big or heavy parts that are hard to integrate into craft with more specific purposes like landers and SSTOs. and, of course radiators and heat management.
  10. Even with LLMs you're gonna see repeating ideas pop up before too long, even if it takes you longer to realise. Nature of procgen really.
  11. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: i7-10870H | GPU: RTX 3070 | RAM: 16GB Was working on a vessel, forgot to save it, reverted to VAB in the pad to fix that and most of it failed to load or wasn't saved. Included Attachments: .ipsImage { width: 900px !important; }
  12. I'll see if I have a save of the moment but it's unlikely as I think I was just reloading an autosave at the time.
  13. Perhaps the planned supply routes feature would alleviate this (regardless of if LS becomes stock)
  14. Especially considering you don't necessarily need to bother unlocking science parts anymore with the other ways to get points. EDIT: my posts aren't merging and I don't know why so sorry for the spam.
  15. Upon seeing the tree first I was a bit skeptical about the idea of there being a mandatory critical path through the tree, but I think people pointing out KSP1 basically had a critical bush to its tree anyway has warmed me to the idea
  16. I would imagine the fact of there being 3 different ways to get science (at least) probably will help allow people to do each campaign different, at least unless they look up a "meta" way to do things and stick to that. It'd probably be quite fun to see if a Discoverables Only run is possible, or at least see just how much of the tree you can unlock without experiments or missions.
  17. I don't care what Nertea says, I'm building the titanic and that's final!
  18. so if you have any cool ideas for it best to write them down, maybe get programming.
  19. Life Support very much risks the fate of career mode in KSP1, in that if it ends up tedious or annoying it could just end up being something that many people won't play with and a terrible option for people new to the game, which is one of the core foci of KSP2 at the moment. So for stock life support we'd likely get something explicitly accessible and forgiving rather than something complex or punishing. I would imagine something along the lines of simply adding a "life support" energy drain to capsules that if turned off for a day puts kerbals into a dormant state where the only thing they can do is walk around and grab ladders (if caught out on EVA), or something like that, until the power is back. At the end of the day, regardless of whether LS gets introduced to stock, if you want hardcore life support, you're gonna have to get it from a mod anyway.
  20. honestly yeah, an eyedropper tool would be fantastic.
  21. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: i7-10870H | GPU: RTX 3070 | RAM: 16GB Encountered a weird bug the other day and frustratingly didn't get footage of it. I was trying a one-man munar orbit rendezvous mission, where the pilot left the return vessel unoccupied when going down to the surface and re-took control of it after rendezvousing. when I seperated the landa the vehicle was stationary. Anyway, because I slightly underestimated how much fuel I needed, the return ended up being with the jetpack rather than on the lander. when my kerbal returned to his return vessel though it started spinning when he got in physics range. Time warping from the kerbal stopped it from spinning, but whenever I went down to x1 speed it would slowly spin up again, almost as if the reaction wheels were locked on. Switching to the (uncontrollable) vessel and timewarping from it then dropping back down to 1x speed managed to stop it from spinning up, so I was able to work around the problem. Included Attachments: .ipsImage { width: 900px !important; }
  22. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: i7-10870H | GPU: RTX 3070 | RAM: 16GB Loading screen text occasionally and inconsistently goes from rendered font into untextured white quads and back during loading, creating a flickering effect. This happens regardless of resolution or screen mode, and I am playing with vsync on. My epillepsy isn't photosensitive so I can't say whether or not it's more dangerous than usual, but it is visually very grating so I wouldn't be surprised.
  23. I've had this happen with ladders that extend down over engine plates/engine shrouds. idk if that's the same issue or different.
  24. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: i7-10870H | GPU: RTX 3070 | RAM: 16GB I was trying to maneuver the camera using the arrow keys and scroll get a closer look as to whether the kerbal was hovering above the ground but unfortunately I'm not submitting a bug report regarding that as the camera kept on jumping away from what I was trying to screenshot. IDK if this is just a kerbal issue or if it happens with vessels too. To recreate try and manuever the camera to look at where a kerbal is standing from up close.
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