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Everything posted by Kerbart
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“Doctor, if I do [weird thing] it hurts” Doctor: “Then don’t do [weird thing]”
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I expect both of them to run on the same base engine of the game, if you’re adding clouds to the console you’re adding them to the PC game. And to be honest, I don’t mind seeing the PC game upgraded to a point where clouds are not bolted on, (at, what I assume, a far higher cpu cost) but integrated into the base rendering in the game. It’s one of those features that has a huge impact on how the graphics in the game look, much bigger than, say, scatterer. Nobody expects graphics to look ultra realistic, but that’s not a reason to not upgrade anything at all.
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Black skybox background
Kerbart replied to Gr@y's topic in KSP1 Suggestions & Development Discussion
Get more memory!- 1 reply
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While not calling 911, my mother in law and her daughter (not my wife) called the local police when the furniture they were carrying furniture out of the basement got stuck in the stairway.
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When you’re young, you think school is all about getting a diploma. Parents, teachers and everyone else certainly make it look that way. When you’re no longer in school or college you come to realize that school is the time to learn. Maybe in the classroom, maybe not. School is too easy? Interested in a subject? Start studying it. Hard. Now is the time, and if you’re stuck your teachers can help you. Go get that book on linear algebra. It might not be in the curriculum but why stop there? Good teachers will be thrilled your challenge to be taking something on and will help you.
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Microsoft announces electronic voting system
Kerbart replied to Shpaget's topic in Science & Spaceflight
Not were I grew up. At the end of election night, they ballot boxes would be emptied in public, counted, and tallied up in a publicly verifiable way. And usually citizens would hang around to view the process, because, you know, democracy. Technological systems are black boxes. We can’t see what happens inside them. You have to rely on experts who assure us the machines are safe and cannot be rigged. In my home country, those machines were “hard wired, impossible to tamper with.” Hackers managed to get their hands on one, and that night, on national television, one of those hard-wired, impenetrable machines was shown playing chess. Every system, including paper ballots, has vectors for fraud. But electronic systems, just like nuclear powerplants, rely on experts to ensure it’s safe, because we cannot verify it ourselves. And every time our trust in those experts gets eroded by news that the safeguards in the system don’t work. It’s not like we need electronic voting, there are secure, simple paper ballot systems out there. Makes you wonder all the more what the motivation for electronic involvement in the voting system is. -
I like the other thread more. It’s given me a large pool of names of people I can contact. I need a cleaner, a baby sitter, a landscaper and someone to clean my pool. And all those folks think it is an outrage that people ask money for doing work; so I assume they all want to volunteer for me! I just have to find out which ones live nearby... Although I’m sure they’re happy to pay travel expenses out of pocket. On a more serious note, $15 is very little money to support the game. If there were a yearly voluntary funding campaign asking that money for continued development, I’d happily fork it over. Now I get some great content in return. If people feel “mods can do this,” fine, use those alleged mods instead, but personally I think they are cheap and profiting from others to have 1.8, 1.9 and 1.10 developed. Those updates alone make it worth for me to buy the DLC.
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Kerbal Space Program DLC: “Breaking Gound” Grand Discussion Thread
Kerbart replied to UomoCapra's topic in KSP1 Discussion
That’s a serious allegation. Are you suggestion Squad is ripping mods, inserting them in the game as if they wrote it themselves? Yes, that is absolutely deplorable. I thought that they were adding functionality to the game that is greatly wanted by most players, and that was offered in the past by a mod but is no longer available. Squad is offering something the mods can’t offer: continuity, and superior integration into the game. As far as I’m concerned the next five DLC’s can offer only “mod functionality” if it removes pressure on the mod community for “essential mods.” (You know who you are.) Every update I observe with clenched butt cheeks. Will my beloved mods still work? How long until they are updated? And I’ve lost a few over the years. Squad, take my money, for my peace of mind.- 269 replies
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I’ve had my fair share of mods that were abandoned, or took longer than I cared for to follow an upgrade. Don’t get me wrong, I deeply appreciate the work that is done by them. But having functionality available in stock, instead of something that’s bolted on, buggy, and forces dependencies that I don’t really want on my install... I gladly pay $15 for not having to rely on the kindness of mod programmers who have little incentive to provide a salty, acidic community with continuous updates.
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Kerbal Space Program DLC: “Breaking Gound” Grand Discussion Thread
Kerbart replied to UomoCapra's topic in KSP1 Discussion
Making the scatters part of the update and the functionality part of the DLC is a great suggestion. I really like that approach. I do respectfully disagree with the rest though. Relying on mods to fill in the gaps where Squad is lacking... and what if mod development halts, for reasons? Then you’re stuck with an incomplete game. I’d rather see the reverse: popular mods show us where the game is lacking, and Squad should focus on that, so that mod developers can focus their unpaid time on true innovation and not on maintenance that should be done by Squad in the first place. -
But unless I'm mistaken, the new science instruments, experiments and planetary features are only offered by the DLC. Which means basic career mode cannot fundamentally change. Something a lot of us forget! The game has indeed come a long way and it's great to see that, after all these years, it's still improving.
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The early early access buyers gambled on “donating” money to an exceptionally immature product. They had no clue what it would turn into, or if it would turn into anything, überhaubt. The players who bought the game six years ago (I’m one of them)... what have they paid in total? Inluding the upcoming DLC, $65 maybe? That’s $65 for six years of ongoing development, an exceptional good deal. I paid more for single aircraft in MSFS. So what that some got an even better deal. The deal I got is still exceptionally good, and I have no regrets.
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Knowing the community here, I’m with team Snark on this: “the DLC doesn’t offer enough to be worth $15” Personally I’llhappily fork over $15, compared to what other companies offer, the part overhauls over the past few versions alone were worth it. We might complain about what the game offers and what it doesn’t, but in the end there are very few games that offer as much value as KSP. Something that those who demand this to be free (not suggesting that’s you, @klesh, far from that) should consider.
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In the end, professional software development costs money and this is how it’s raised. We are blessed with a wonderful modding community who do all this kind of functionality for free. That is awesome, but it also means that we have to deal with abandoned mods, discontinued maintenance, and so on. Getting this kind of extra functionality into the game is great. I don’t mind that it comes through a DLC, even if something similar is (partly) available through free mods like Infernal Robotics. First of all, the incredibly talented mod creators now have the freedom to decide if they want to continue sacrificing their free time for these mods, or focus on other things to make the game even more awesome. Second, the DLC implies a “contract” that will guarantee upgrades when a new KSP update comes out, bug fixes (regardless of how you think they’ve been addressed in the past), etc. Should this be basic functionality. Maybe. But it wasn’t when 1.0 came out (and we can have a wonderful conversation about that, but 1.0 set the expectations as of what KSP entailed; at that point you wouldn’t expect any major extension of game functionality. Yes, maybe this is a way that Squad weazels its way out of the (shortsighted) promise of “you never have to pay for updates.” But without a subscription model (thank goodness), it’s foolish to assume that development of the game continues without an income source. DLC provides that income stream and you get something quite substantial for it back in return. Those of you who complain about how all this should be free, realize that a large part of the recent 1.X upgrades is financed by those DLC sales. I prefer paying for that over not getting anything.
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AMAZING NEWS! Looking forward to true extensions to the game. I’m sure there will be a lot of we have mods for that comments. But mods need to be updated, and sometimes there’s a plethora of choices. I like it when it’s “stock,” even through a DLC, and it’s a great way to sponsor ongoing development. We need more of this.
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One Star Reviews of Local Aluminum Manufacturers
Kerbart replied to Nightside's topic in Science & Spaceflight
Yeah... but dude... BOGO! -
what do the dish antennas in the tracking station facility track?
Kerbart replied to alien_wind's topic in KSP1 Discussion
If they were tracking yo'mamma they'd point in divergent directions. -
Ability to fix solar panels
Kerbart replied to Bej Kerman's topic in KSP1 Suggestions & Development Discussion
It’s a game, it always doesn’t have to make sense. We can repair tires, so why not solar panels. It makes the same kind of sense. I wouldn’t mind a generic “spares” part that can be filled with “units” (much the same like fuel/ore), and a repair requires x parts (based on size, mass, etc). An engineer can only perform a repair if enough spares are onboard. It seems a nice balance between complexity, realism and forgiveness for errors in the game. -
You could do it in pretty much any language. Making the simulation numerically stable might be a challenge.
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Wouldn’t that be “words words” if we want them double?
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New space center facility?
Kerbart replied to KingKerb's topic in KSP1 Suggestions & Development Discussion
The museum as a repository for screenshots with geodata, finding plaques, exporting screenshots with IG-like filters applied ... what a great idea! Please don’t retire. There are 684 mods that need you! But you are right! As my late father used to say, “nothing is impossible for the person who doesn’t have to do it themselves” -
So we'll have more barren planets? I don't think more planets to visit is really going to make a difference. We'll get more excitement out of planetary features, unlikely as that will be: One or more planet with complex ring systems Active volcanoes Vegatation and caves to explore, as in Astroneer Roads and cities on Kerbin Active weather systems Tides and floods
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It can easily be turned around; despite having smart programmers, it still cannot be fixed; that's how hard of a problem it is! In the end, yes, it comes down to the willingness to spend time and money on it—meaning it will not be spent on other things. Look at the comments whenever Squad posts a development update: No new features! Fix the bugs! Why bother with this update? You're only fixing bugs and not introducing anything new The game looks outdated and clunky Why waste time on updating the way parts look? There's mods for that?! And in that environment you want to delay everything (remember, it's a hard problem that requires many resources) to fix the wheels? When they work fine for most of us? There will be torches and pitchforks, I'll tell you.
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Kerbal Space Program 1.7: “Room to Maneuver” Grand Discussion Thread
Kerbart replied to UomoCapra's topic in KSP1 Discussion
As @5thHorseman and @klgraham1013 (who with, being over ten centuries old, must be the oldest and wisest on the forum) both suggest, Career is not for beginners. Missions are? It’s not clear when you start the game. This has been mentioned a million times but perhaps someone from Squad will actually read this thread: KSP is a sandbox game—do as you please Career suggests a form of guided progression when games do this, the challenges thrown at the player get harder as they unlock more abilities. KSP’s challenges don’t get harder; the game just gets easier, and from a progression standpoint, less challenging. One can argue that the game is not about reaching a goal, but that’s not what a career mode suggests. For me, a tighter controlled model that releases technology in a more purposeful way would be the way to go. A contract might give you 1.25 m tanks, engines, landing gear, etc, to land on Mun, maybe something more to land on Minmus, 2.5m tanks for Duna, etc. Progression doesn’t have to be linear; there are comm networks to build, refueling stations, etc.- 243 replies
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