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Kerbal Space Program

potatojohn

Arcane
Joined
Jan 2, 2012
Messages
2,646
Is this really necessary? If you want combat you can play one of the other 99.999% of games
 

Drax

Arcane
Joined
Apr 6, 2013
Messages
10,986
Location
Silver City, Southern Lands
Eh, it's a mod.
Haven't tried that BD mod that adds weaponry, AI piloting, real-time dogfighting.
Could be fun to try to build the fastest attack drone, a huge gunship, etc...
 

Hellraiser

Arcane
Joined
Apr 22, 2007
Messages
11,804
Location
Danzig, Potato-Hitman Commonwealth
Cassidy

RoverDude has apparently too much free time on his hands besides doing contractor work for Squad and is working on his very own Project Orion mod:

CP2YBnNWoAA-Wdx.png:large


2mCyvrT.png
 

Caim

Arcane
Joined
Aug 1, 2013
Messages
17,755
Location
Dutchland
Sitting on a nuke and detonating it to go to space is so very Kerbal, I'm surprised it took this long.
 

Data4

Arcane
Joined
Sep 11, 2005
Messages
5,584
Location
Over there.
Sitting on a nuke and detonating it to go to space is so very Kerbal, I'm surprised it took this long.

There's been other versions of the Orion, at least one that I know of, but Roverdude's reputation gives this one a lot of visibility.
 

Cassidy

Arcane
Joined
Sep 9, 2007
Messages
7,922
Location
Vault City
It's only Kerbal if it drops to 1 fps on every explosion

Unless someone could code a an unofficial and vastly better optimized OpenGL renderer for this game than the crap either the developers or Unity provides by default, I'm afraid the Windows version will always outperform the Linux port by at least 300%, and once the 64-bit version for Windows finally comes, possibly 400% .

Try this game with Wine. If it works it might outperform the native Linux port from how terrible it is. Of course the reason the Linux version has over thrice worse performance may not be related to crappy OpenGL support, but when I tested OpenGL in the Windows version FPS also dropped steeply compared to Direct3D rendering.
 

potatojohn

Arcane
Joined
Jan 2, 2012
Messages
2,646
Mine's slower on Linux IIRC, at least when looking at terrain or reentry heat.

Doesn't really matter though - what they need to do is improve the physics performance so it doesn't choke on 100+ part ships.

The best thing they could do is make some sort of mechanism to automatically fuse parts, and then provide an option of how many parts maximum the engine should have. Sure it would affect the gameplay a bit but at least you could HAVE big ships then.
 

Data4

Arcane
Joined
Sep 11, 2005
Messages
5,584
Location
Over there.
I definitely get better performance out of the Linux version, but I have what's increasingly becoming a low tier video card. For me, it's all about the RAM usage.
 

Hellraiser

Arcane
Joined
Apr 22, 2007
Messages
11,804
Location
Danzig, Potato-Hitman Commonwealth
So the next update will be 1.0.5. as the Unity 5 update is taking longer than expected. Stuff that will be included are new parts by porkjet (the ramp loading bay may not get included yet as it requires more coding), thermal system fixes and tweaks, radiators and new contracts.

Unity 5, all the GUI updates and communications system are going to be included in 1.1.0
 

toroid

Arcane
Joined
Apr 15, 2005
Messages
711
Anybody know if there's a mod that makes parts less explosive? I think it's ridiculous that non-explosive parts explode with a huge bang and a ball of fire; parts that contain no fuel should lightly go poof or crunch instead of BOOM. This is one of the few things I'd like to change about this game. Surely someone else feels the same way and has already made a mod for it. Did a brief search and found nothing though.
 

potatojohn

Arcane
Joined
Jan 2, 2012
Messages
2,646
I was never bothered by the explosions. They're just the game's way of telling you that something broke off.
 

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