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Kerbart

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Everything posted by Kerbart

  1. The single most important aspect about a standard is that it is a standard. As long as everyone uses the same units the biggest problems are solved. Next comes what standard to use, and everyone will find reasons why their system should be the one. Being a minority becomes unsustainable in the long run when trade suffers ("Don't buy machinery from Myanmar—they're impossible to service with those weird bolts they use"), but when you're big enough you can ignore that, as a country. The trend of outsourcing manufacturing will put pressure on that though. A nautical mile is 1 minute of longitude — but only at the equator so there's not that much reason to use it nowadays — except that everyone uses it for maritime and aeronautical navigation, and then we go back to the first point: if everyone uses that unit, it's very hard to argue against it. "Flight levels" in aerospace are a wonderful example of "the number might be wrong but if everyone is using the same number it doesn't matter" - the altimeter of an aircraft basically translates an atmospheric pressure to an altitude, so you have to correct it for what the actual barometric pressure at sea level is. But what if you're moving fast, or are too far from a ground station to get a reliable reading? That's where Flight Levels come in. "Let's just assume that sea level pressure is one standard atmosphere or 1013 mBar." So, FL350 isn't really 35,000 feet - it's what your altimeter shows as 35,000 feet assuming a particular setting. But since everyone is using that setting, being even 1000 feet off is not an issue, as all air traffic around you will be off by the same amount, and vertical separation is maintained. Your standard doesn't have to be "right;" it just has to be a standard.
  2. I thought Take Two had The Beancounters for that task?
  3. But this is not a title like GTA or Halo. What's more, T2 has experience with how a game like this sells—slow and steady, for many years, with good follow-up sales on DLC. There won't be a public beta; it's problematic and doesn't improve the software. But I do expect sneak previews by famous youtubers and twitchers. As for generating hype, I suspect that a lot will go through getting articles published in magazines like Wired and Slate, banking on impulse purchases (maybe even "for the kids") by an audience that normally wouldn't buy a game. Those efforts go to waste when those articles are read before publication, so it's likely that a media campaign will be launched at the introduction of the game and not before.
  4. Somehow I expect a lot more real life launches to go kaboom in the near future.
  5. Adobe CS6 is still my go-to tool for creative editing (Photoshop and Illustrator and to a lesser extend InDesign). It still works after all those years. I doubt KSP1 will stop working anytime soon. The game isn't dead yet!
  6. The only thing I read into it (which is still not a small thing) is that KSP2 production has materialized to a point where publication is as certain as it gets in software development. Instead of "there's tons of stuff we still have to figure out" to "we have tons of work to do but there's a clear roadmap with little uncertainty." It's hard to say if there's sarcasm involved in the above statement or not. KSP is a niche game and never produced (by T2 standards) huge amounts of money to begin with, and certainly doesn't in the phase it's in now. The marketing part is that the new KSP1 releases do keep interest in the game alive, but maybe the resources involved in that could be utilized better at this point. I wouldn't be surprised that we'll see a steady stream of videos and imagery to keep us updated on KSP2 development from now on, as a replacement for the ongoing KSP1 development. If the game isn't producing that much revenue anymore, why not put the resources in a place where they can generate the same amount of interest — or perhaps even more — towards KSP2? Absorbing the KSP1 staff has multiple advantages: Preventing a "brain drain" of talent you'd otherwise lose. There's little doubt about the viability of the KSP1 product once KSP2 hits the market and your best staff will jump before that. This prevents the ones you want to keep from jumping ship. These are people who don't need to be brought up to speed on "Kerbal Kulture." They can hit the ground running in regards to understanding what the game and its culture is about. T2 has been struggling with providing regular updates on new features of the game. Sure, it's been getting a little bit better lately (and probably because they've already absorbed Squad staff) but now they can likely dedicate people to keeping the hype around the game alive. Not the entire staff, but even if you just have one person now who's job it is to create one video every week... that's huge, from a marketing perspective. Finally, this is a game with a heavily involved community. No one, neither Squad nor we, do deserve that KSP1 fades quietly into the night, and going out "with a bang" is better in that sense. With a ten year anniversary coming up, it probably didnt take long to use that as an opportunity to round things up around something meaningful, instead of a fairly random date that leaves a "why now?" feeling.
  7. Just because people don't like an idea of yours doesn't mean they don't like you. Don't take it personal.
  8. I gladly paid for DLC even if it's offering something free mods offer, because: It financed continued development of the game It's "as good as" stock. There are manu 5m tanks but if you're using the DLC one it's most likely the one most other players have It's guaranteed to be updated on release of a new KSP 1 version About none of that applies to “creator DLC”. I'm not saying no one will buy it, but I'm sure to be not the only one who can't see the value of it.
  9. Given the nature of KSP 2 - being the same game but better graphics, new features and some of the gameplay imporeved/enhanced it'd be naive to expect the two existing side by side. KSP1 lives only, only on the sale to new customers. And DLC, but based on the forum here it seems that a good chunk of the people here hate the idea of playing for DLC. So, with extremely little funding, where is KSP1 supposed to go. Do you abandon your old dog on the side of the road, never to look back and thinking three years later "I guess he passed now?" Or when the time comes, do you give him a glorious week of chocolate pudding and other forbidden treats before the final trip to the vet? I'm glad there's a glorious "farewell" and not a quiet fading into the night time, because the developers deserve a proper "farewell and thanks for all the fish"
  10. Hahahaha. I see what you did there.
  11. I think there’s some nitpickery going on between the last release (1.12) and the last update (1.12.0, 1.12.1, 1.12.2, etc) with the latter specifically not outruled in the article. Yes, it’s the last release. No, it’s probably not the last update.
  12. Yes. Because hype is not an inexhaustible resource. You hype up the game now. Everyone is at a frenzy. Then... nothing happens. For months. Based on the hype generated there are expectations that the game will be published early 2022, but unfortunately development has hit some snags. Now you're publishing at the end of the summer of 2022. "Take 2 postpones KSP2 AGAIN," "Game to take players where no one has gone before goes nowhere," those kind of headlines in the gaming press. Hype works both ways and you don't want the spotlights on your game if things don't go well. Keeping interest alive with a modest press release? Yes. Creating lots of hype when there's nearly a year of things to go wrong left? No.
  13. I agree that learning the game through Career is a really bad idea but I wasn't in a particular mood to get flamed by Career fans.
  14. I've been burned a couple of times with getting stuck in a certain version because parts in my save wouldn't work, weren't updated or were updated after a long delay. For that reason I'll always applaud extra parts, especially when stock is very limited (as is the case with solar panels). I'm fine with exotic parts covered by mods, but "essentials" being included in stock is always good in my eyes. Now, what are "essentials?" That's a whole other discussion
  15. There's no difference in the physics between the various modes. Career provides a challenge that some find lacking in sandbox: by starting with limited resources one has to "earn" their way into an all-out space program. While career mode does make it easier to get started by eliminating being overwhelmed by choices, it's really not intended as a learning mode (it would have been named "learning mode") as some pretty important parts are locked up in the Tech Tree. If you want to learn the game, using the tutorials and experimenting in Sandbox will likely lead to faster results. Career might be more satisfying by giving a feeling of accomplishment though but that's not always someone's goal.
  16. Using Pyjion you can compile .net DLL's and use those. Like @editor99says, by the time you get this to work you're better of writing everything straight in C# If you're looking to perform certain tasks in Python, consider the kRPC mod. Development on it is more active than the forum thread suggests and it exposes pretty much everything available in the game.
  17. Well, speaking of rocketry, the main reason we divide effective exhaust velocity with one standard g in order to get an Isp is because it delivers a number that's measured in a unit everyone agrees on: seconds, so nobody has to wonder what 2000 m/s is when expressed in furlongs per fortnight.
  18. Try craigslist, facebook marketplace, local ads for yardsales and goodwill stores. If money is in short supply you can’t beat pre-owned and you often can get it for next to nothing as people just want to get rid of it.
  19. Or pocket calculators coming with a 300 page ring bound manual?
  20. I don't know. Given that the two positions offered were software engineering positions I'm a bit confused as to why artists are brought up. Obviously you're one of those people who thinks that Arial and Helvetica are at least vaguely similar. Graphic designers will take offense to your assumption
  21. Console edition? Experience with writing software for console is repeated multiple times throughout the ad.
  22. While it’s been promised we also haven’t seen any demos or mentions in the show & tells or other updates. Speculating on top of speculation will certainly lead to disappointment.
  23. "To tease you into buying the sequel, we're going to include features of it in the original game" I don't think that works the way you think it works.
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