mjl1966

Members
  • Content Count

    128
  • Joined

  • Last visited

Community Reputation

68 Excellent

1 Follower

About mjl1966

  • Rank
    Link Light Monitoring Engineer

Contact Methods

  • Twitter Array

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Anybody else getting a 404 on the Apollo lunar surface journal? https://www.hq.nasa.gov/alsj/
  2. The way I read it is that modders forfeit their copyright for mods to Take Two. This is not new. The same thing applied with Squad. Mods have belonged to them from day one. The old EULA had similar language regarding user-generated content. In practical terms, this means the company can incorporate mod content into the game they distribute - something we've seen happen for years. Mod functionality has crept into the main release for a long time now. The legally "interesting" thing here to me is that they are attaching a copyright contract to an EULA. Copyright contracts generally require offer, consideration and acceptance. The reason being is that it's actually quite a big deal. The language used in the EULA is very similar to language you see in publishing contracts, where the publisher gets all rights, everywhere on all media. It's what's known as an "all rights" contract in the publishing industry. And many writers, including myself, refuse to play. The thing about copyright is this: it goes for 70 years after the author dies. Once you sign over that copyright, you lose all control over your IP. Well, it looks to me that's what's happening here. But, again, this is not new. Mods have always been signed over to Squad and now Take Two. While I expect this is to allow Take Two to continue to include mod functionality in their main release, I doubt it will be otherwise disruptive to the modding community. i.e. - I don't see them scooping up mods and saying, "Mine!" and shutting out the mod community. Let's face it, the modding community is responsible for much of the improvement of KSP over the years as their code has slowly crept into the main release. In general, I don't see a whole lot has changed except for the language regarding our consent to allow them so snoop around on our computer. I'd be curious to see if there is any case law on that sort of thing. EULAs are supposed to govern the use of the IP in question, such as a game. Attaching a whole bunch of riders granting permission to do other stuff that is beyond the scope of just using the software - I'm very curious to know if that sort of thing can be brought into effect under the guise of licensing. It's an interesting legal question and I'm not sure it has been definitively answered in the courts.
  3. I didn't see any new EULA when Steam automatically thrust me into ModBreaker 1.4. Can't find a copy anywhere obvious, either. What's the story?
  4. RFE: Can you please add a section in BaseCreate.cfg that will recognize USI's ranger nuclear pack as a valid generator? It just needs a section in with the other power modules. There are some entries for NearFutureSolar - guessing something along those lines referencing USI power modules would work. I don't understand the syntax well enough to explain it better than that, but I'm guessing it should be an easy(?) add. I think a lot of players would appreciate this since we like to use pioneer modules for bases and attaching the little nuclear power pack is a great starter kit for power. If you have time and it isn't too much trouble...
  5. Very nice! I set up a pad with a very large KW rig and it worked just fine. For those concerned with the cost, you can modify the files in just a few minutes. Under ..\GameData\Science818, there are folders for Crane, Mast, Pad, Support and Tower and folders under each of those for the various sizes. In each folder is a part.cfg file with the cost entries. (Cost=15000) You can change them from 15000 to whatever you feel is reasonable. Very easy hack. The only problem I had was the rocket was very wobbly unless I used stock stabilizers to hold her down. As mentioned by somebody else, they work alongside the tower just fine.
  6. Hey D. Well, I first tried reversing the direction of the wheels based on trying to observe their direction and that didn't work. Then I went back to the hangar and reset the wheels so the square bracket was oriented vertically with the "small" end up on each one. This did the trick. Drives right out of the bay and around the block just fine.
  7. Built out a Karibou with the cargo ramp, attached an Akita to the inside roof with a small docking port. Take it to runway, Put Jeb in Akita, detach from docking port and fire it up. Wheels spin, but Akita will not roll out of the cargo bay and down the ramp. Tweaked friction and traction to five on all Akita wheels, it still will not roll out of cargo bay. Wheels just spin. Bug or am I missing a step?
  8. THIS! I have the exact same problem when I use the radial lander legs. The badger just slides along the ground as if it were an ice skating rink. There is a definite friction bug with the radial landing legs. I wouldn't bump this except they are so darn cool and look great on the HB.
  9. After reading the update notes and doing a search on waypoints, I stil can't figure out how to put down a marker for Mechjeb. In the old version, you had to turn it on under options and then there was a button to activate that let you click and place a waypoint marker in the zoom map. That all seems to be gone and I can't make heads or tails of what is meant by "fine print" and such. How do I set my MechJeb landing waypoint? Thanks!
  10. Can you attach/detach items from the pallettes (trusses/truckbeds) in situ? i.e. can I drive something somewhere and then unload it with the forklift or some such? If not, no problem, was just wondering if that functionality was in there.
  11. Are the page handlers for MechJeb in a config file or are they embedded in your code? (i.e. - can I tinker with the MechJeb page handlers or are they locked away)
  12. Thanks guys! This gives me something to go look at. Much appreciated.
  13. HI everybody, Having a little trouble getting the parts to show up in the VAB UI. I manually installed 5.2.95 on my 1.0.5 KSP install. Opening sandbox session, I see lots of parts from other devs like Wild Blue and USI that act as "launchpad", "target" and "workshop", but I'm not seeing any EL native parts except for rocket parts cans and survey stake. No orbital workshop, augers, smelters, orbital docks or launchpads. Is this normal or should those things be there? Thanks!