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Everything posted by Rowsdower
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July Newsletter for KerbalEdu (some interesting point)
Rowsdower replied to Sirine's topic in KSP1 Discussion
Guys, last time. Can we please keep this from getting too personal here? -
July Newsletter for KerbalEdu (some interesting point)
Rowsdower replied to Sirine's topic in KSP1 Discussion
I wouldn't bet on the guys simply putting a different hair style on a current Kerbal model and calling it a day, but that's for another time and place. Now everyone, please be careful in this thread. The topic can get ugly fast, as it has proven to in similar, older threads. Our intention is to implement female Kerbals into the main game at some point. We're still waiting for right point at which to do so, but as you saw in Max's AMA, work has been done and things have been looked into. -
Please be aware that we are currently undergoing a server migration that will start at 7 PM CDT this evening and last into tomorrow morning. It's expected that you may never even notice, but our homepage, wiki and bugtracker may experience downtimes.
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The 0.25 Waiting Room, now boarding passengers heading to Hypetown
Rowsdower replied to Rowsdower's topic in KSP1 Discussion
Welcome aboard! -
The 0.25 Waiting Room, now boarding passengers heading to Hypetown
Rowsdower replied to Rowsdower's topic in KSP1 Discussion
You've been PM'd. If you're having hype problems, I feel bad for you, son. I've got 99 problems, but a train ain't one. (For serious discussion, go HERE) -
The Administration Facility [table][tr][td]A new building at the KSC which will allow you to choose from a set of Strategies to boost certain areas of your space program, usually at the expense of another area. Start an Unpaid Internship Program to increase your Science gains at the cost of Reputation or take up an Open Source Technologies Initiative to boost your Reputation gains at the cost of decreased Science rewards. All of these combinations will be possible using Strategies, along with many more. Strategies are also fully mod-enabled, meaning new ones can be added very easily. Just keep in mind, however, you can only take up a limited amount of strategies at a time, so choose wisely.[/td][td][/td][/tr][/table] New Mk.1 Space Plane Parts and the integration of SpacePlane+ [table][tr][td]Hugo worked hard to deliver new Mk.1 parts for the game while we reached an agreement with Porkjet to add his set of Mk.2 parts to the game. Part of an add-on called [thread=80796]SpacePlane+[/thread], they have been tweaked to fit the game style even better and will be integrated into 0.25. You can check out the SpacePlane+ thread to see what the non-integrated parts look like. You can also find several images of the new integrated parts that have already been showcased on Squadcast, the forum and other Squad-related channels.[/td][/tr][/table] Accessibility improvements [table][tr][td]We've improved the navball by adding markers to indicate the radial, anti-radial, normal and anti-normal vectors, providing a more accessible way of discovering how orbital mechanics work. Transferring Kerbals within a craft or station has been made easier by allowing players to do so without the need for the Kerbals to leave their capsules and fly around. A new button that will increase your thrust to 100% will be added. You'll find a button to return to the Space Center right underneath the Recovery option on top of the altimeter. Last but not least, the Space Center screen will allow you to see the craft and debris that's landed at the KSC and either recover or fly it.[/td][/tr][/table] Difficulty Settings [table][tr][td]We cooked up a much needed Difficulty Options panel, to allow you to set up the game to your liking. Does reverting flights make everything too easy? Try disabling that to see what playing with no room for error feels like. Are you constantly broke without cash to continue? Give yourself some extra boost off the start by increasing your starting Funds. The list of tweakable options goes on, but you get the idea.[/td][td][/td][/tr][/table] New Effects [table][tr][td]A huge overhaul on particle effects results in much better-looking part explosions.[/td][/tr][/table] The classified feature [table][tr][td]You’ll have to wait for this one a bit longer. If we had our way, we would tell no one about it and just let you guys discover it through gameplay with hilarious results.[/td][/tr][/table] [table][tr][td] [/td][td] [/td][/td][/tr] [tr][td]It's been a growing tradition since 0.22: In the anticipation of a new release, a thread on the forums is dedicated to the hype that builds and builds and builds and... crashes on release. One thing we noticed in the run-up to the start of the 0.25 Hype while going over the old threads is that a lot of uncertainty about the announced features existed which then lead to misinformation and large amounts of confusion. We decided that an unofficially official thread like this one would give us more control over the information because it allows us to neatly list all the small and larger bits of public information about 0.25 in the first post. The goal of a thread like this is to allow people to converge and share their hype for a new version, so get hyped and get chatting![/td] [td]This has been a discussion for a while now: which vehicle should be the mascot for this round of hype: train, plane or shuttle? We haven't decided yet so perhaps you can! Vote on your favorite mascot vehicle, discuss which one of them is the obvious best choice and why. Create drawings and crafts of what your vehicle would look like. Will we get a repeat of 0.24 and see trains or will the integration of Spaceplane Plus and the new parts be enough to sway the public opinion in the direction of having a hype plane or shuttle? Maybe it'll be something different entirely. It's up to you![/td][/tr][/table]
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Just confirming that we're in experimentals. You can find a short formal blurb about it in the Announcements section.
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We are pleased to announce the reaching of a new milestone in the development of KSP update 0.25. Experimentals! Tests are being made and things are being tightened up in this final phase before release. Keep an eye out on the forum and all of our other official channels for further news.
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Can we lower the volume in here a bit? The secret feature hasn't been revealed yet, so speculation on its unknown status is fine. Let's try not to be so harsh in discrediting things here.
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You have a REPLY, AlphaAsh. I'm sorry for your dissatisfaction with the service. I at least recommend working with Jadedcat on this to see if there's a larger issue at play.
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Hey, barlow.a. Are you uploading from the site? The app?
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It's not the first time I've mentioned this on here and still won't be the last - Squad is still Squad, but the gaming side and marketing side no longer intertwine as business entities. In short, we're still under the same umbrella, but we're not all up in each other's grills any longer. We're privately owned.
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That was because with the contest going on, it make sense to have implemented so people could share their coubs if they chose.
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And what's wrong with "just for fun," eurybaric? Maybe you're not into it and that's fine - not everyone is expected to participate or anything - the key here is that between the creative minds that live within the KSP community, there's also a lot of others who are just as creative who exist elsewhere on, say, platforms like Coub and are still curious about the game. As you suggest, you may never know where the inspiration to become a rocket scientist will come from, even in a 10 second video That's why the contest doesn't specifically lean towards the hardcore, but it certainly helps if you are among the more skilled. There are going to be more contests in the future. We will be throwing out different ideas, so they aren't always going to be along the types of community challenges you're used to, but nevertheless, we intend for nothing but a fun time to be had by all. Now, I'm all for ideas here. Do you have any suggestions for contests we can run in the future?
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Realism in KSP - Various Ideas with Pros/ Cons
Rowsdower replied to I_Killed_Jeb's topic in KSP1 Discussion
Your reply is the real deal, sir. -
Realism in KSP - Various Ideas with Pros/ Cons
Rowsdower replied to I_Killed_Jeb's topic in KSP1 Discussion
Is there something wrong with that, Franklin? -
As revealed by Maxmaps on Squadcast, these parts have now connected to 0.25.
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Hi, Daishi. Thanks for letting us know about this. Alex is on the case and he'll be going through our adsense configuration to see what other types of ad topics need to be blocked. Ads dealing with adult material, pharmaceuticals, etc; have been long blocked, but this one's definitely shady and hopefully, he'll be able to reconfigure things so something like it doesn't pop up again.
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You missed quite a bit, Dimetime. Get a load of the latest by looking at some of the articles and daiy kerbal section posts. There's tons of info there about the last update, the next update and beyond.
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Realism in KSP - Various Ideas with Pros/ Cons
Rowsdower replied to I_Killed_Jeb's topic in KSP1 Discussion
If only we had some type of community manager around here But seriously, in a situation like this, not every question's going to be answered, especially considering that the guys are in ongoing development at this moment. However, threads like these are certainly viewed and if you knew how much bugging and pestering happens from my end, you wouldn't believe it When I have answers, I bring them to you. Now I've got a direct quote that HarvesteR was kind enough to rattle off regarding ISP. This is all that will be said on the matter: "We are aware that the Isp maths are incorrect for the engines, but that is an issue of low priority at the moment, because gameplay-wise, it would change very little to have that corrected. As for the argument about this being 'too small to not be corrected', that is a kind of inside-out notion. Every issue takes up development time and effort, and we're constantly having to prioritize. If you ask us why we wouldn't fix an issue that small, ask instead why an issue so small would be prioritized over more important ones in order to be fixed." Finally before continuing on with the thread, it is imperative that my POST from the last thread be kept in mind at all times. Even if you're super passionate about wanting the smallest detail of realism in the game, please remember that these are things that will be revisited upon scope completion. I'm not saying you can't discuss, hash it out or pine for it all you want, but just don't expect things to happen tomorrow - not that most of you expect it that way, but I'm just trying to be clear as day about it. -
Realism in KSP - Various Ideas with Pros/ Cons
Rowsdower replied to I_Killed_Jeb's topic in KSP1 Discussion
This thread is cool. I'd actually been discussing it with someone else over PM. The older thread will remain locked. Consider this a clean slate. I implore you to keep from taking swipes at one another/staff, arguments and other general hotheaded behavior that caused mods to jump into the old thread at multiple points, leading to its eventual closure. The discussion in the old thread was generally alright and rather even keeled, so let's keep this one along those lines. I'd prefer not to have a repeat of what happened then. Thanks. -
And with that, the rails are off. Thread closed.
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Don't mind me for quoting myself. That was recent and in the realism thread. However, now we're starting to get into similar territory. Between that and Ted detailing things regarding the topic at hand, I'm closing this thread.
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If there is someone who is so immature as to purposefully screw up a game release in the event that they're trying to pull an agenda, it'd be high time for us to reconsider that person as a tester This is the sort of thing that Ted can spot. If this wasn't kosher to what's being tested right now and it was sensed that there was something more personal behind it, people would be pulled aside.