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Infineon

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Everything posted by Infineon

  1. Was exploring Kerbin today. The most difficult part so far was landing my sensor-filled aircraft on a mountain Uploaded with ImageShack.us
  2. Unity can't do what? Calculate only current air pressure? Or current weight? Or current thrust vector? Current center of mass? It is unable to calculate one parameter? And it's impossible to retrieve these results and use them to calculate acceleration, part integrity, overheat, etc.? And then it's impossible to present us a highly optimized game?
  3. Ok, if everyone wants this, how can we convince Squad into spending time and resources on it? Let's say: how much are we ready to pay for this to be implemented? There are no official numbers, but lets assume 100 000 copies of KSP were sold. I would bet that this number is much higher, but I'd go safe side here. I think at-least half loved KSP, and wants to get it faster (again, my own feeling is - you would not buy this game in the first place if you would not like it, but I will go safe side again) How much are we ready do pay for this extra work and effort? Call it "Pro upgrade" or "KSP 2", doesn't really matter. I'd be happy to pay some $20 to get rid of the performance issues, and enjoy KSP beyond current part-limit. But let's take half of that: $10. 100 000 copies * 0.5 of fan-base * $10 = $500 000 I sincerely believe Squad is missing some serious profit opportunity here. Edit: Don't get me wrong, I like new features and I appreciate all bug-fixes and tweaks Squad is working on, but there is little point of all that additional work done if we can't use it on real complex aircraft and rockets.
  4. Is it possible then for KSP to launch several Unity instances to work on different physics calculations (weight/thrust/gravity/speed/air resistance/part links/etc.) and get a smooth flight experience?
  5. Am I crazy or is KSP able then to launch multiple instances of Unity engine to work on different pats of flight physics (thrust/weight/gravity/part links/air resistance/etc.) and combine results into a smooth running simulation?
  6. Yes, yes... I know there is entire official post requiring "NOT TO SUGGEST" multithreading / multicore functionality. My problem is, that in about two days of playing KSP I started building four stage rockets, and my 4GHz CPU core doesn't cope with launching it. Well, if ALL SIX cores of my 4 years old CPU would be allowed to participate, I might even be able to add a stage or two... And fly it with more than 0.5 frames per second... I agree that when a small part of customers request some feature - it might be not cost effective to go ahead and implement it. But I believe that majority of KSP gamers have multithreading supported on their computers, or have more than just a single core CPU, and EVERYONE will benefit from additional performance boost. Or is it really just me?
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