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I like his idea, but like hell I'm supporting a douchenozzle of that magnitude. Anyone else want to copy his idea and put it up on Spaceport
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# ? Apr 9, 2014 01:36 |
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# ? Jun 9, 2024 15:32 |
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Kommando posted:Good thing Maxmaps floats about here and we can give the team advanced warning. This discussion about this person's come up before, and I believe it was brought to Maxmaps' attention then. I idly wonder what kind of legal trouble he could cause if he got pissed off/rich enough, if someone GitHub'd his code.
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# ? Apr 9, 2014 01:38 |
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Couldn't the same idea be accomplished by editing the tech tree entries for the basic capsule, sputnik core, and thermometer? Or does he do other things to make unmanned spaceflight more appealing than the extra science from crew/EVA reports?
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# ? Apr 9, 2014 01:42 |
Ciaphas posted:This discussion about this person's come up before, and I believe it was brought to Maxmaps' attention then. Probably the best people to do that would be Squad themselves, it would be laughable to see him (im assuming american) try to take the mexican IP owner to court over a mod for their game that breaks their own license. But after what happened to FASA/CGL.. maybe someone in a small european country could do it, and when he bleats loudly via lawyer they can all laugh and reply "you have no power here" ala Pirate Bay.
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# ? Apr 9, 2014 01:44 |
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The good news is that Mamaps stated simply that Squad won't stand for any mod that fucks with other mods and/or the core of the game in any absolutist or irrevocable way. He didn't say much more about it, but that's just good sense. Right now it's just a tempest in a teacup and Sqaud has every right and ability to put it down swiftly if it gets out of hand. Honestly I'd say warn people off his mods and go about your business. It's pretty easy not to install it. See, there, I just not-installed his mod with this one weird trick!
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# ? Apr 9, 2014 01:47 |
I think ive screwed up something with those Duna rolling sandstorms. I had the citylights working with the Astronomer pack, and then added the Duna sandstorms, now the clouds are all different and there are no city lights. And that thread is a megalithic mess. I'm struggling to decern whats up to date and whats not, is the OP of the Enhanced Environments Volumetric Clouds thread to be trusted?
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# ? Apr 9, 2014 01:55 |
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Being able to respond "Please direct all further correspondence on this matter to our legal department/retained counsel/crack squad of mercenary ambulance chasers" filters out 99% of the bullshit when they realize that any threat that won't cause someone to die of laughter is going to cost them a few hundred dollars in the best case.
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# ? Apr 9, 2014 02:05 |
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Overwined posted:The good news is that Mamaps stated simply that Squad won't stand for any mod that fucks with other mods and/or the core of the game in any absolutist or irrevocable way. He didn't say much more about it, but that's just good sense. Right now it's just a tempest in a teacup and Sqaud has every right and ability to put it down swiftly if it gets out of hand. Yup. At this point there is no reason to do anything but watch and wait for some hilarity to come along. Aggravating the guy wouldn't be doing the community any favors, and if he's as bad as people perceive, he'll end up hoist by his own petard eventually.
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# ? Apr 9, 2014 02:17 |
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SocketSeven posted:Yup. At this point there is no reason to do anything but watch and wait for some hilarity to come along. Aggravating the guy wouldn't be doing the community any favors, and if he's as bad as people perceive, he'll end up hoist by his own petard eventually. Thank you for using my favorite archaic idiom. It's a very funny one. I suggest people look it up to see exactly what it means.
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# ? Apr 9, 2014 02:27 |
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SocketSeven posted:Yup. At this point there is no reason to do anything but watch and wait for some hilarity to come along. Aggravating the guy wouldn't be doing the community any favors, and if he's as bad as people perceive, he'll end up hoist by his own petard eventually. Yep! No need to take medicine before getting sick.
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# ? Apr 9, 2014 02:41 |
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Maxmaps posted:Yep! No need to take medicine before getting sick. Tell that to vaccines.
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# ? Apr 9, 2014 02:42 |
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Maxmaps posted:Yep! No need to take medicine before getting sick. http://en.wikipedia.org/wiki/Vaccine e: gently caress beaten
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# ? Apr 9, 2014 02:43 |
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Right after I made that post I thought for an instant 'well there's vaccines' and figured nobody would bring that up. Of course I go afk, refresh and there you go.
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# ? Apr 9, 2014 02:49 |
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Overwined posted:Thank you for using my favorite archaic idiom. It's a very funny one. I suggest people look it up to see exactly what it means. Heh, I'd never looked that one up before. All of the gameplay in KSP is quite literally hoisting yourself by your own petard.
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# ? Apr 9, 2014 03:01 |
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Maxmaps posted:Right after I made that post I thought for an instant 'well there's vaccines' and figured nobody would bring that up. Of course I go afk, refresh and there you go. We'll always beat you to the punch. Always.
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# ? Apr 9, 2014 03:02 |
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I've gone off the deep end with the modding - at least compared to my Vanilla games I have been playing up till now - and one of the mods that I've installed is Kethane. I've sent up three satellites to orbit the Mun and scan for Kethane deposits, but they only scan when I have them focused. Is there any way to have them all scanning at the same time, or does that sort of background scanning not work?
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# ? Apr 9, 2014 03:12 |
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Maxmaps posted:Yep! No need to take medicine before getting sick. That said, I would still be all for requiring every mod hosted on the KSP forums or Spaceport to use an OSI-approved license (in other words, allow people to fork your mod). Aside from ousting people who are control freaks about their mods - which, let's not forget, are derivative works - it helps players when mod authors inevitably abandon their mods. With OSI licenses, people can at least resurrect the mod by making a fork.
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# ? Apr 9, 2014 03:21 |
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Zhent posted:I've gone off the deep end with the modding - at least compared to my Vanilla games I have been playing up till now - and one of the mods that I've installed is Kethane. I've sent up three satellites to orbit the Mun and scan for Kethane deposits, but they only scan when I have them focused. Is there any way to have them all scanning at the same time, or does that sort of background scanning not work? Nope, not with Kethane. Have fun!
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# ? Apr 9, 2014 03:22 |
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Ciaphas posted:Nope, not with Kethane. Have fun! How about a way to just have all planets/moons scanned on start instead of wasting your time?
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# ? Apr 9, 2014 03:28 |
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Ciaphas posted:This discussion about this person's come up before, and I believe it was brought to Maxmaps' attention then. At most, a DMCA takedown which GitHub voluntarily feels like honoring. Well, technically (like in a sort of deliriously ludicrously unlikely technicality sense) he might be able to sue for damages in lost paypal donations, which may run upwards of $10! Anyway it turns out the source is in fact included with the standard distribution, so yays to that. Having said that, and I know I keep bugging Maxmaps about this even though he's just trying to keep the peace and I'm almost certainly just coming off as a belligerent rear end in a top hat at this point, I would still say that it is well worth reconsidering a forced-OSS license for addons. I get that the temptation is to say "look, we'd rather have a few mod authors that are somewhat over-entitled and protective dicks than less quality addon work altogether", but the thing is, by allowing these sort of dudes to do their thing you're also effectively preventing an equivalent but better ran and more cooperative addon from even being considered in the first place. You see this in the open source world all the time - really old, really rather shoddy projects get to live for ever and ever because it turns out there are very few things so terrible it's really worth fracturing the userbase over. The KSS addon eco-system is this tender little garden that's still seems young and uncomplicated for now, but all the roots are still just growing deeper and deeper and more intertwined and there can be no argument that it's better to move a few saplings around now than to try and uproot an entire forest a few years down the road.
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# ? Apr 9, 2014 03:52 |
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You can stick multiple kethane detectors on your vessel so you can scan while at 100x speed. It's not so bad because you're only going to really be wanting to land at the equator, anyway, so one ship with a 5 degree inclination and you're good to go for that planet.
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# ? Apr 9, 2014 03:52 |
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Apocadall posted:How about a way to just have all planets/moons scanned on start instead of wasting your time? I'm sure there is, but the scan goes by really quite quickly if you put in like 3-4 large scanners on your probe and do your scanning far enough away from the surface that you can time accelerate by a substantial factor. More scanners per craft basically let you "catch" more hexes at high warp. You'll still miss a bunch, but kethane is always deposited in large contiguous fields - you only need to find a single tile inside it.
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# ? Apr 9, 2014 03:56 |
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Oh yeah and do your scan at like 80 degrees inclination, you won't want to setup mining near the poles anyway (due to the extra dV costs).
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# ? Apr 9, 2014 03:57 |
Mr. Wynand posted:Oh yeah and do your scan at like 80 degrees inclination, you won't want to setup mining near the poles anyway (due to the extra dV costs). SCANsat uses a module that allows for unfocused scanning. Provided something is looking at the scanning network it continues mapping.
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# ? Apr 9, 2014 04:02 |
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Just got a probe to Duna without a nuclear engine. I'm almost in disbelief.
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# ? Apr 9, 2014 04:48 |
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If it can make orbit from Kerbin, it can certainly make orbit from Laythe. Looks like I'm finally going to visit there, as soon as I add a proper electrical system and transport cradle and learn to land it without breaking off the lower engine. This mission also gave me some new phone wallpaper:
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# ? Apr 9, 2014 05:56 |
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Acquire Currency! posted:Just got a probe to Duna without a nuclear engine. I'm almost in disbelief. You can land on and return from Duna using only basic LFEs, basic tanks, decouplers, fuel lines, and some utility parts.
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# ? Apr 9, 2014 06:56 |
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A Stanley Kermik Production
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# ? Apr 9, 2014 06:58 |
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Umbra Dubium posted:If you ignore the BDSM aspects, yes.
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# ? Apr 9, 2014 07:34 |
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What's the best way to pull the most G's possible? Should I crash into Jool going the opposite direction in it's orbit?
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# ? Apr 9, 2014 07:55 |
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Met posted:What's the best way to pull the most G's possible? Should I crash into Jool going the opposite direction in it's orbit? Plunk yourself straight down through an atmosphere at the highest speed possible. Drop from a dead stop from the edge of Jool's SoI or something. Alternatively, launch a multistage solid rocket. Once you get into space they really start pounding you back into your seat.
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# ? Apr 9, 2014 08:09 |
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Well got tired of trying to chase asteroids through Kerbin's influence. Only one thing for it, deep space recovery! Fuel lots of fuel 200 days later.. Making mechjeb give me a maneuver node back to kerbin, this thing is so friggin unwieldy I just wanted to worry about keeping it straight rather than tweaking my 50th maneuver node Success! For the record, Asteroid science high in orbit above the sun? 60.
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# ? Apr 9, 2014 08:32 |
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Spaceman Future! posted:Well got tired of trying to chase asteroids through Kerbin's influence. Only one thing for it, deep space recovery! So that confirms Asteroid science is not affected by biome multipliers: it's 60 in both high and low kerbin orbit too.
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# ? Apr 9, 2014 09:21 |
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Spaceman Future! posted:Success! For the record, Asteroid science high in orbit above the sun? 60. On the topic of BTSM, I'm preeetty sure Flowerchild has mentioned it was getting tested for FAR compatibility. My BTSM folder had another 30 mods in it that worked fine. The major ones might not, but considering the theme of making you suffer through every tech node, that's kind of understandable. It'd be kind of pointless to install, say, AIES and use its solar panels which have stock values, compared to the BTSM ones which have terrible values. Or any reaction wheels. Which I don't mind all that much, really - just make a separate KSP folder with BTSM. That said, the mod is very, very annoying (tried it on v1.42). You don't get radial decouplers until you get half the tech tree unlocked, batteries weigh tons - which would be fine if that didn't mean needing 15 different battery parts for a simple mission. Similarly, solar panels aren't available until nearly the end of the tech tree and they're awful and weigh hundreds of kilograms. Getting science is extremely grindy due to life support and electricity limitations (and way more tech nodes which cost thousands of science points). Oh, also? You can only use goo/material bay ONCE. Once you open it up, that's it. No resets. So you'd better know for sure which biome you're in before you do. That particular change also made it impossible to put them on action groups. I gave up on it after a manned Mun landing and decided it was better starting manned after all. Might not be the case now. Might be worse. It's worth a try nonetheless, but playing it long term seems fit only if you hate yourself and like suffering. Here's another similar mod - http://forum.kerbalspaceprogram.com/threads/73376-ART-Aesthetic-Realistic-TechTree-Mod-RELEASE. Probably not 23.5 compatible and it seems to overwrite the Squad folder though, so you might want to make a backup.
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# ? Apr 9, 2014 10:16 |
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LeJackal posted:Well I went and screwed up. I tried to install PartsCatalog and DamnedRobotics, but somewhere in the process I screwed up and now no parts load, at all. Nothing is visible in the VAB, I had popups saying my debris couldn't be loaded, I'm just screwed. I had this exact same thing happen. What did I do wrong?
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# ? Apr 9, 2014 10:32 |
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Wizard of Smart posted:I had this exact same thing happen. What did I do wrong? Damned Robotics has been replaced by Infernal Robotics, which is broken until it gets updated for 23.5. I don't think there's any working robotics mod at the moment. You might also try the latest RC release for PartCatalog if you haven't already.
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# ? Apr 9, 2014 10:56 |
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Met posted:What's the best way to pull the most G's possible? Should I crash into Jool going the opposite direction in it's orbit? Nah, Jool isn't moving quickly enough. I iamgine you'll be lucky to break 12 km/s. I hit Kerbin coming in Retrograde from an apoapse of 131 million kilometers and hit the atmosphere at 26 km/s relative. Mechjeb said the aerobraking gees peaked at over 600. Eve probably would have been a better choice for aerobraking gees, but the intention was to get a safe landing after dropping a Kerbal into the sun.
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# ? Apr 9, 2014 11:08 |
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maltesh posted:Nah, Jool isn't moving quickly enough. I iamgine you'll be lucky to break 12 km/s. Your best bet I think would be slamming into Eve while in a retrograde orbit, with a near hyperbolic sol-orbit.
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# ? Apr 9, 2014 11:34 |
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Troglyfe posted:Damned Robotics has been replaced by Infernal Robotics, which is broken until it gets updated for 23.5. I don't think there's any working robotics mod at the moment. Aw man. Oh well. I've also just installed b9 and I'm trying to make a heavy lifter, but I can't find a cargo Bay part. I can find the tail ramp, and adapters for the bay, but no actual bay part.
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# ? Apr 9, 2014 11:35 |
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# ? Jun 9, 2024 15:32 |
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Wizard of Smart posted:Aw man. Oh well. The bay parts should be right next to the tail ramps. Don't forget the 23.5 patch for B9 if you haven't got it already.
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# ? Apr 9, 2014 12:10 |