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Everything posted by pxi
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I hear you, but at the same time, if Xenon is present in asteroids in any quantity, theoretically it can be extracted. It becomes an issue of how much xenon you can expect to extract. It seems to me that player demand for xenon is going to be far lower than conventional fuel. For the sake of argument, you might say that 0.1% of the volatile content of the asteroid contains xenon. Having said that, considering that you are probably having to extract it from the rock itself, presumably through melting the rock, you would expect that the energy cost of doing this would be considerably higher than mining ice. Now on the other hand, one place where xenon seems to be in relatively high abundance, is in Jupiter's atmosphere. So Jool might be considered as an alternate location perhaps.
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Frankly, it wasn't what I expected, but I've come to like the idea. I'm hopeful that Squad might use this opportunity to make some subtle changes to asteroids in general. For one thing, the composition of asteroids has a spectrum, broadly speaking, this is your C, S, and M class asteroids. For another, within our own asteroid belt, there is a region, generally known as the snow line - wikipedia tells me this is at 2.7 AU - this is the point beyond which, where ice tends to accrete. What I'm getting at with this, is a hope that not every asteroid that is generated happens to contain a uniform amount of ice, or whatever it is that Squad decide is the fuelstuff. Finding suitable asteroids would hopefully be a bit of a challenge in itself, as opposed to just grabbing the first rock you see. Likewise, I would like to see some kind of refinery, probably operating something similar to the science lab insofar as it would need to be manned in order to work. I'm hoping for more reasons to set up, and maintain space stations. These are just my hopes, I'm mindful that "asteroid as gas-station" is within the realm of possibility.
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Squad needs to get it together.
pxi replied to Cycoboy's topic in KSP1 Suggestions & Development Discussion
I have no real complaints about the size of the dev team, excluding the obvious 'harvester falls under a bus' worries. I come from a time when small (often one person) teams were much more the norm, and honestly I feel the games that were being produced during those earlier days tended to have more unique ideas. That's not to say I'd be complaining if they announced they were expanding the team tenfold, just that at the moment I'm in a "things seem to be going well, keep doing what you're doing" mindset. As for assimilating mods, I feel that it's basically a win-win for all involved. If I was in Squad's position, it would definitely be something I would be considering, if for no reason other than not duplicating effort. -
That's why I first mentioned Link to the Past. Pretty sure that one's old enough.
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Link to the Past. In fairness, it was the first Zelda game I played. Ocinara of Time and Wind Waker were the two other stand-outs for me.
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Civilization Integration and News Reports
pxi replied to LeValkyr's topic in KSP1 Suggestions & Development Discussion
I had somewhat always figured that something like this would eventually make its way into the game. Also I'd appreciate being able to keep track of my investments in the snack exchange. -
We've had the same thing happening over here with aircraft occasionally, anecdotally I've also heard of people pointing them at motorists too.
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I have to admit, I was a huge fan of the original resources plan, so let's just get that out there to begin with. I also wonder if "fun" was the exact word that should have been used in the context of resource-gathering. I never found scanning for resources (or mining them for that matter), particularly fun -- rather I found the experience deeply satisfying. I'd make the same statement about a lot of the gameplay in KSP to be honest. I derive enjoyment from KSP simply because it is a highly challenging experience, one in which you fail and fail again -- hopefully failing better each time. As I've progressed, I've happily re-done the same basic missions across multiple restarted careers, simply because I know I can do it better, more efficient this time around. This is fun indeed, but it's not the disneyland kind of fun that people normally associate with the term. So that said, I agree that keeping the system as simple as possible is a good thing, at least at the front end. I don't see why you couldn't have a generic parts that will mine and refine a number of different resources, allowing you to build a system that 'just works' relatively easily, probably at the cost of conversion efficiency, but put a framework in place to allow modders to build the 40-piece monstrosities that some of us might like. And seriously, scanning for resources. This needs to be a thing.
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Read the article in Linux Format a few months ago, was a good read. Issue 187 for anyone interested.
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It's a decent article giving the game a positive spin. The people it's aimed at are parents and grandparents - people that probably aren't hip-to-the-groove in terms of the finer points of what differentiates an open-world from a sandbox. Frankly I can let the Minecraft comparison pass, it's close enough for the most part.
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0.90 Kerbal Weather Systems! Alpha 0.5.3 WIP! (Jan 2)
pxi replied to silverfox8124's topic in KSP1 Mod Development
Looks to be another indispensable mod. -
I'd figure that in the vein of having parts that go from junk --> spaceplanes you'd reasonably expect that the textures also go from grimey --> shiney ie the early parts are dirty and the later parts you unlock are sleek. I guess in an ideal world you'd have dirty and clean versions of parts where appropriate, so that your later-game craft look uniformly clean.
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update in launcher fail code 23 error
pxi replied to Ski's topic in KSP1 Technical Support (PC, unmodded installs)
What I'd try: Rename your existing KSP game folder to ksp_old, so you still have what you have. Then create an empty directory with the original directory name, giving the patcher an empty playing field to work with. I'm going to go out on a limb and guess that rsync is encountering a file where the source and destination files both claim to be 'newer'. That's been the usual problem I encounter when using rsync. May not work, but it's a five-second fix if it does. -
No, you're not the only one.
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Played it a number of years ago. It's essentially a clone of Frontier (Elite 2), but much expanded in terms of graphics and numbers of different ships, produced in a time when most of us figured Elite was dead after the non-success of First Encounters. Very worth your time imo. I lost about five years of my life to Frontier back in the day.
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Frankly I think that if a one-stop solution would work for everyone, it would have been Curse. The reality is somewhat different. We already have several different locations to source mods from, and not all mods are available from all sources. There are many games out there that are sold independent from Steam, but also include workshop support. I cite for example, Space Engineers, Mount & Blade, Game Dev Tycoon, Prison Architect and Crusader Kings 2 - all of which are available for purchase direct from the publisher, as well as via steam. The authors of these games are doing this presumably not to alienate their non-steam playerbase, but to attempt to better serve those that do use Steam.
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It's a fairly involved process updating mods. I generally wait a week after a new release to let mods update, and do it all in one go. Often that's the only time I update my mods. Personally I'd like to see workshop support added at some point. There are already a myriad of options for distributing mods, adding another one into the mix really only facilitates those that want to use that method. The only downside is mod authors not wanting, or being unable to distribute their mods via workshop, but that's not much different from not wanting to host via curse. I don't think it's something Squad owes us as such however.
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Somewhere along the line I must have missed all the sci-fi stuff in Tetris. Maybe it was hiding behind Saint Basil's Cathedral.
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Of course, the order in which services are started is sometimes important too, but we're randomly killing parts of the OS to see what happens, so don't worry about that. YOLO!
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if it's a service, restart the service, if it's a process, start the executable directly.
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It sounds interesting. I would suggest however that this might be a project that takes more than a year to complete. I say this from the point-of-view of envisioning you doing essentially a behind-the-scenes type documentary, covering the development process of KSP through to the 'release' version. There could well be an interesting story here for you to tell if you were to stay the course with it.