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KSP2 Release Notes
Everything posted by Tuareg
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I'm glad we are in beta but...
Tuareg replied to Fried's topic in KSP1 Suggestions & Development Discussion
what i wrote is a fact on its own... since that the game got some MODS what are not their works, go 3 parts i could do an afternoon to collect text in a table called science. tell me if i missed something. -
I'm glad we are in beta but...
Tuareg replied to Fried's topic in KSP1 Suggestions & Development Discussion
i've seen that there was no any real improvement since... at least in the past 2 years... -
I'm glad we are in beta but...
Tuareg replied to Fried's topic in KSP1 Suggestions & Development Discussion
I'm glad we are in beta but... its not in a state of a beta game... its still far pre alpha. and it will stay as it is... -
ksp will never run smooth. after every patch i load my old savegame to see if my spacestation is lagging or not and when i see the 10 fps at best i just quit and wait for the next patch... (my pc is a fx 8350 black with 16gb ram so definitely not my problem) crysis 3 runs smooth, ksp doesnt (or does it run smooth ONLY 2gb ram below? hehe i will have to downgrade)
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Transfer craft-designs between saves (in game)
Tuareg replied to dyson's topic in KSP1 Suggestions & Development Discussion
yep, i think a save as global checkbox or similar would be the best so the craft would be saved into a directory which is accessible from every game, like the pre-designed (stock) crafts. -
Science needs to actually be science.
Tuareg replied to Whirligig Girl's topic in KSP1 Suggestions & Development Discussion
well, i could be the "i've already told this when they have announced science" guy and... well, i've already told this. dont wait anything intuitive from squad. they know it well they have already harvested most of the money from this game so they just hint some crap (like the new refueling) claim that the game is complete and abandon it. i follow this game 2 years ago and bought 1.5 years ago but it knows nothing more than in those time. squad had a good idea, they have built the base but they dont want to invest into it any more. it progresses like a garage project and it will end exactly like one. -
Seriously? over 30 KSC biomes?
Tuareg replied to SkyRex94's topic in KSP1 Suggestions & Development Discussion
and yet it will NOT make you to do anything interesting as it will be probably just a part add to your craft. land on asteroid, and it will autofill up the tanks. done... -
Maneuver node shortcut key
Tuareg replied to LethalDose's topic in KSP1 Suggestions & Development Discussion
or just fix the bug... -
hmmm. i've got mm2.5.1, its in the gamedata right next to it your cfg but when i start up ksp it says 0 patches installed :/ ohh, but its here... thx
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Should RemoteTech be in final version of game?
Tuareg replied to Tux's topic in KSP1 Suggestions & Development Discussion
^^ this. if there are parts, give them a reason. atm there isnt really for many of them... especially if u play sandbox. -
would be great thanks meh, i dont think they take anything seriously. it was much more of a "drop up an idea, some might start talking about" stuff. the reason behind is simple i think as there are different size of parts and so u can build different size crafts its simply too big for a small craft/lander/whatever. i use it for general docking and landing purposes sometimes but u cant do it with this big one...
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i guess title talks for itself. i think it would be nice
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IVA editor
Tuareg replied to MedwedianPresident's topic in KSP1 Suggestions & Development Discussion
lovin' it -
Control inversion tweakable for airfoils
Tuareg replied to Decent Weasel's topic in KSP1 Suggestions & Development Discussion
they shown total inability to model flight in atmosphere so what do u wait from them? -
KSP with sandwiches.
Tuareg replied to Azuratte's topic in KSP1 Suggestions & Development Discussion
sure, and give them tetris while in timewarp... -
Solar panels toggle Hotkey
Tuareg replied to pelican's topic in KSP1 Suggestions & Development Discussion
this would be great... -
Gravity on Asteroids
Tuareg replied to 2001kraft's topic in KSP1 Suggestions & Development Discussion
rl asteroids have such gravity they couldnt hold a piece of paper... -
no need of any reference. if you have unitiy engine, place a model into the scene, apply a force. it will not accelerate but get a constant speed and start moving with that speed until there is an other force applied to it... best to see it in KSP is the crappy eva. did u ever wonder how is that pressing any movement button will launch poor kerbal into the deepspace instead of slowly accelerating against its mass? thats why. they apply a force and it doesnt cause acceleration but apply a speed based on the force/mass ratio
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the problem with multithreading physics is not that squad couldnt write a multithreading api but that the physics is fully INSIDE the engine. its not something they have any control over it. they could multithread their own code, their own calculations (even that would be good but thats tiny little compared to the calculations done by the engine). if you try to imagine a black box you are pouring data into and it will do something with it, the physics engine is the black box and your code is the one pouring the data into. you can optimize/multithread your code, but you cant change what is inside the box... the biggest problem is that this actual black box is made to simulate physics ON THE SCREEN and it isn't up to simulate real physics or to make realistic physics calculations. It's just to make it "looks like". building a physics simulation on something like this is silly. There would be 2 ways a: write their own physics (it sounds horrible but it actually isn't) but knowing squads drunken garage developer style it will never happen b: integrate a modelling engine used in engineering, we all know it will also not happen So whats left is cheating wherever they will need, and they will need a lot... One of the biggest crap in KSP physics (both unity's and squad's fault): unity physics engine, when you apply a force to an object, in reality apply a SPEED to the object calculated from the weight and the force but missing the time value. there is no acceleration over time just momentary speed, however we all know in reality it doesnt work like this. now if you launch a rocket with solidboosters around it has x force, they calculate its speed of it but when the solidbooster gets empty, your SPEED drops because they calculate the new speed from the new force / weight, however it shouldnt. only the acceleration should decrease, not the speed (if the speed decrease it would mean that your rocket cant lift off without the solidboosters).
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make thermal jet engine stock!
Tuareg replied to JtPB's topic in KSP1 Suggestions & Development Discussion
I would like it. it would make it possible to travel around other planets with atmosphere efficiently. -
Kerbal Experience and Roles
Tuareg replied to KSK's topic in KSP1 Suggestions & Development Discussion
well, for me its logical that a probe core can drive the craft on its own and it should be better than a BAD pilot. they should be able to do general things on their own or complex things with radio control (aka you pilot it) while trained kerbals should be able to do more complex things. (just as an example a probe should be able to go up on a planned route to orbit, but it cant chase an other craft to dock, cant dock etc, while a kerbal should be able to do it with the right training) -
Kerbal Experience and Roles
Tuareg replied to KSK's topic in KSP1 Suggestions & Development Discussion
"control from here" -
yes, it would be very much needed to make the rovers any useful. sadly squad said there will be no automations...