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decimal-simplex

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Everything posted by decimal-simplex

  1. It is not necessarily even possible - not everything can be fixed with a mod. Also the Bethesda school of patch development is not one to be emulated.
  2. My point is only that support for KSP will start to drop off once KSP2 is released, not that KSP2 will be successful. To extend my comparison to Minecraft: both it and KSP seem to be in this pattern now where the publisher is focused exclusively on new content that will drive sales and puts fixing the issues that always and inevitably result from that in the long-term, on the back-burner indefinitely. And it sucks because obviously they're never going to just say "it's all content from here on out - we're not doing any bug-fixes, over and above the bare minimum required to avoid a front-page post on Reddit about all the bugs in KSP" and so it's easy to fool yourself into thinking they'll get around to fixing them, as long as you don't look at the bug backlog and ignore that it's steadily growing in length and there is no plan (i.e. no funding, no resources) to address that growth. And the prognosis at that point is not good because, if it does get to the point where the bugs are impacting sales, I promise you that they will not throw more resources at the project at that point - they'll just pack it in. From a player perspective all you can do at that point is wait for someone else to swoop in and eat their lunch in that niche.
  3. That seems optimistic. There are a finite number of releases left (we don't know what the number is, but they are not going to continue to support this product forever especially once KSP2 is released) and if the release cadence is "major release packed with gimmicks and new game-breaking bugs, followed by a single point release that fixes some of those bugs and maybe a couple long-standing ones," then what we have to look forward to once they have wound down KSP is clear: a game with a bunch of gimmicky stuff that's kinda nice but doesn't add a lot, along with a ton of unresolved bugs that will never be fixed. Reminds me a bit of Minecraft, actually, although they never did wind it down they just keep on adding more crap and ignoring the ever-growing backlog of issues.
  4. I know I'm just screaming into the wind here, but since a 1.10.2 release is obviously not coming, I'd like to officially request that 1.11 just be bug fixes? Just fix bugs. We don't need a lot of new stuff - at least not as much as we need bug fixes. I know that the partnership with the Indian Space Research Organization for 1.11, or whatever the plan is, is expected to gain a lot of Twitter follows, but please just do a release where you just fix existing stuff and you don't introduce a lot of new stuff that will just break more existing stuff. I know there is no way that's going to happen. I know the bean counters will never let it happen. I especially know it's more fun to work on new stuff instead of fixing stuff someone else broke. I know whatever lowly employee ends up reading this isn't just powerless to make it happen - they're also powerless to tell me "nah we're not going to do that." But I just wanted to log the request for the record.
  5. These are absolutely appalling and unethical business practices on display here. You can defend them, if you like, on Ayn Rand grounds or whatever, or you can play at internet attorney and inform us all in your wisdom that, akshually, this is all legal and therefore correct and good and cool. (I mean, you can continue to do that.) But that's a boring conversation that's not going to go anywhere: I find this unethical and wrong, and you're not going to convince me otherwise with clever arguments. So that aside: If the only thing you care about is the quality of the game when it comes out, that's fine, but I would encourage you to look extra hard at critical reviews, at user reviews, etc., before making the decision to buy. If Take Two is comfortable with cutthroat tactics like this, then at the c-levels they clearly view this franchise as a money machine exclusively. And, sometimes that works out! Especially if the executives and the managerial folks mostly keep their hands off and let the artists do their work, sometimes that works out. But the thing about executives and managers and bean counters is, that when they view a thing as purely a fiscal pursuit, they will tend to mess around with the product, against the better judgement of the artists they pay to create it, because they don't want the artists "wasting money." That is, they think they know better how to make a game, and do it more cheaply, than people whose life's work is making games. And when that happens, very often the product suffers greatly for it. Take Two doesn't seem to have a problem with this on the whole, compared to let's say, EA, and everything I'm saying here would apply even before this news came out of course, but I think in light of this news some extra caution is warranted. So don't fall for the pre-order stuff. Try to resist the hype. Make sure this is a good game and an improvement on KSP before you buy it, and just as importantly before you sink a bunch of time into it.
  6. fwiw I'm having this same problem - it's never worked for me like I've never so much as managed to open the graphical editor in my game I have world stabilizer installed, that's it, and I installed it mid-game as well and this wasn't working before then, either for that matter half the time the advanced info is missing as well iirc this is a clean install of 1.7.2 then upgraded to 1.7.3 (and it didn't work in 1.7.2, either) edit: just to add, I *have* gotten it working, by clearing input locks from the debug menu. that appears to be the only way
  7. Not meaning to be hostile at all - I guess I just want to voice my opinion strongly here as a counter, so as to not give the impression that FTL is something *all* players would want. Like we don't even know if FTL is something that is physically possible for space travel in the first place (in fact the preponderance of the evidence presently suggests that it's not), so putting it in this game seems out of bound. And regards to your examples I hope you'll recognize the difference between an easter egg and something that would be a core gameplay mechanic.
  8. Okay for the record I do not consider the inclusion of sci-fi things like FTL to be part of "polishing" the game nor have I noticed them "missing." If you want that sort of thing you can play Elite or something. It has no place in KSP.
  9. Note that this plugin still did the trick for 1.4.5 without a recompile and you can adjust the WorldStabilizer.version file if the pop-up annoys you. It's probably better if the author kicks the tires or whatever but in the meantime if you're still having problems with 1.5 it's worth a shot (I haven't upgraded yet, so no idea if this issue is resolved by the landing wheels fix or what).
  10. Elevons deploy up by default now, since 1.1.3 - or at least I didn't notice it until after 1.1.3? Pretty sure they were deploying down by default with 1.1.2.
  11. Elevons deploy up by default now, since 1.1.3 - or at least I didn't notice it until after 1.1.3? Pretty sure they were deploying down by default with 1.1.2.
  12. See also http://www.testtubegames.com/velocityraptor.html Brilliant game by the way. KSP folks will probably like Velocity Raptor. And, you can practice for when relativistic physics make its way to the Kerbol system!
  13. This is an integral part of my 'Kerbals are really Von Neuman machines' meta-narrative though...
  14. Put the CrewManifest directory (and everything under it) in the GameData directory, *not* the Plugins directory: Kerbal Space Program/ -GameData/ --CrewManifest/ ---Plugins/ ----CrewManifest.dll ----PluginData/ -----CrewManifest/ ------config.exml ------IconOff.png ------IconOn.png --Squad Note this contradicts the installation instructions. Don't know what the deal is, but this works for me and installing per the instructions does not.
  15. Load times have increased substantially for many people since 0.21. It is not trivial to get to the tracking station in fact, and anyway lowering the number of clicks to do a thing, especially a very common case like with this, is good.
  16. It is not difficult to allow both options seamlessly (cf Skyrim) but as someone who has released on Steam Workshop - I'd recommend against using it. At the very least look at what other implementations have done wrong (again, e.g. Skyrim).
  17. No I agree. I'd rather be able to go to the tracking center directly, instead.
  18. It can also help if you change the angle from which you're viewing the part you want to place. Especially for things you want to put end-to-end, it might not snap if you're looking at it straight on, but if you look at it from the side, it will.
  19. So with the latest update it's clear (I think?) that the old ASAS modules are useless now, as they are redundant with the SAS modules. And, the avionics package is also useless right now because all the pod modules provide SAS capability already, which is all that package does. I think it can still be of some use though. I didn't like the idea of putting reaction wheels in plane cockpits, so I removed that, and I added torque control to the avionics package instead: (Still playing around with the values but here's where I'm at right now.) MODULE { name = ModuleReactionWheel PitchTorque = 2.5 YawTorque = 2.5 RollTorque = 2.5 RESOURCE { name = ElectricCharge rate = 0.1 } } At low altitudes, you will hardly notice a difference, because the other control surfaces easily overpower torque control anyway, but once you start getting into the thin stuff you will want the avionics package. However it does make putting a reaction wheel in your plane an optional thing, which I think is nice because planes do not typically have reaction wheels. I'm still playing around with this, so I'm not sure it's such a great idea, but I'm bringing it up in case anybody else wants to give it a shot.
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