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KSP2 Release Notes
Everything posted by Tuareg
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What do you want to see in 0.25?
Tuareg replied to Sun's topic in KSP1 Suggestions & Development Discussion
its always over-correcting and i hate it. especially with RCS... -
What do you want to see in 0.25?
Tuareg replied to Sun's topic in KSP1 Suggestions & Development Discussion
action groups on the go... it would be needed very much. oh, and finally FIX SAS! -
ill save the 23.5 into an other folder if it will break everything :/
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left the KSP universe with a 4 stage straight up launch
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interplanetary supercarrier (stock) under construction sadly the repetitive launches are boring so it goes slow :/
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KSP 64bits on Windows (this time, it's not a request)
Tuareg replied to Lilleman's topic in KSP1 Discussion
ehhh, one big problem with it for me... rightclicks dont really work. i have to click many times on a module before the menu appears to it. sad :/ -
you really think this or just copy/paste the official self-defense text? I've bought a game which had a promise I'd like to see. Sadly it's exactly the same as a year ago. same bugs, same performance problems same content...
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actually all the fanboys are wrong. squad IS obliged to finish this game as they are selling it with these words /from steam store/: "What the developers have to say: “KSP is still under development. This means the game will be improved on a regular basis, through updates that add new features, content and bug fixes" if the game will not be finished and the bugs fixed, the above advertisement is misleading and in the UK (i guess in other countries too) its a criminal offense X:Rebirth taught me to don't pre-order, KSP taught me to don't buy early access. I'm an old sw dev and the quality and pace they can show up is below any expectation. far below... KSP is not a game in development, its a business built on a beautiful promise but it will never be finished... they will get as much money as they can and when the sales will drop below a level they will abandon it.
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what will never happen. what i guess is development will end around V0.45 5 years by now due to not enough sales...
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KSP 64bits on Windows (this time, it's not a request)
Tuareg replied to Lilleman's topic in KSP1 Discussion
lol... first i didnt even want to try it as i've read it gives no FPS improvement but today i finally managed to do it. man, i love you if has fixed a few physix glitches (not perfectly but items falling/hanging through the mun surface is less likely to happen) and gave a MAJOR improvement when switching between complex vessels "only thing is the astronaut complex background on screen switches, but that's nothing" same here... -
Where's KSP going?
Tuareg replied to Kerbonautical's topic in KSP1 Suggestions & Development Discussion
into the ditch... quite agree with this except the last part. all the first ones were always the best games and all the copies are crap. i play dune II since release (yes, i still play it, dune wasnt an RTS, dune II was the first) just like xcom ud / tfd and x-wing/tie fighter... 22 years and nobody can beat these. KSP is quite poor to open a new genre compared to these. its a great idea, poor implementation. sadly every gamedev thinks that fancy graphics and funny crap can take up with the quality gameplay. well this is all about business as these 2 things sell... -
to don't buy early access games...
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KSP: Try to Grow Up :/
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I don't want realism, I want believability
Tuareg replied to BudgetHedgehog 's topic in KSP1 Suggestions & Development Discussion
well, i think you mess up the believable (at least as the others mean it) and realistic a bit... both superman and batman are believable (i think imaginable is a better word) but neither of them are realistic. If batman would start to fly without his technology it would break the immersion but superman has superpower so for him to fly on his own is fine. I think the same about every games, and so about KSP too, that yeah, it has to be believable, just as others said. If it breaks the immersion, if i see something and say, ohhhh man, its stupid, it should never happen... i will try a couple of more times and if it persist, i will just drop that game and look for an other. little things, like the jetpack will refill only with entering a living module or pod was already a nice tiny change, similar would be if the unmanned ships would need an antenna in order to receive commands or the lifesuport mentioned here already or if the SAS wouldnt make my rocket behave like a pendulum or ... or... or... i could say a lot more. -
Let's give SQUAD our point of view.
Tuareg replied to tntristan12's topic in KSP1 Suggestions & Development Discussion
exactly this ^^ what we currently have (climbing with a plane means speeding up, falling with engine on max output is slowing down) is just silly. the problem is that most of us have common sense and logic and we wish to use it to solve the challenges but in KSP no logic or common sense works at all. and its especially true about aerodynamics... -
Let's give SQUAD our point of view.
Tuareg replied to tntristan12's topic in KSP1 Suggestions & Development Discussion
the rover is the one on the right side... CoM is far lower in normal orientation. the problem is crap collision model on the wheels, but i've reported quite a few fails, i feel it now pointless. it rolls over with 5-8 m/s but it can slide on its side with 50 m/s i have nothing to do with gamedevelopment, even less with unity, i've done it with 2 days learning... those are physically modeled dynamic objects, even the shells are. (the little crafts were done to help an other guy with how to move rigidbodies on orbit using physix only) nope, thats done by unity engine, i was talking about this. the video itself is nothing about unity, it was made to demonstrate a simple energy shield shader flashing when it gets hit i've made and this was included in the 2 days learning. unity is a tool all about productivity. the pace squad shows with it is all about incompetency I wasn't talking about the parts wobbling but about SAS is overcorrecting instead of stopping the movement which is purely fail calculations you can see it here with an utterly simple craft well, now i play WT which physically models every single shell/bullet the tanks and planes fire (you can imagine how many shells can be fired from 8 machine guns /hundreds in every second/ on 1 single plane so then multiply it with 20 as its a battle with multiple planes) and check them continuously for collision and its still running with 120 fps on my pc while KSP can kill it with a single craft over 2-300 parts sorry to say but its just silly. if you have experience with programming as you've said you know its not about building a shell around your code but about keeping it clean, organised and bugfree. every time you want to push in a new module you can launch and test only if the base is working. how will you find a bug in a module if the base is already bugged under it... -
Let's give SQUAD our point of view.
Tuareg replied to tntristan12's topic in KSP1 Suggestions & Development Discussion
after 15 years in the business its too boring and repetitive to do it without being WELL paid for it but... i've started to play with unity and i've made this on one afternoon after about 2 days learning how to use unity and how to program the graphics card: .believe me, i know very well how much can be done with tools like this...