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Wardstone111

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Everything posted by Wardstone111

  1. It shouldn't be too difficult for them. If they use Unity again it doesn't appear to be difficult to port from Windows to Mac and Linux, particularly when Linux worked better than Windows in the early years (with 64 bit).
  2. I remember trying to get a large number of RO mods working in 32 bit KSP. I don't miss it. I also remember, before going over to LInux, constantly saving and seeing if forcing OpenGL or DirectX 11 was better for saving RAM.
  3. Technically we could. Then we became the only country on Earth that got rid of their launch capabilities.
  4. In which case, with my very limited knowledge of copyright laws and EULAs, if a claim by Squad or Take Two were made, they would be clutching at straws seeing as no software they own is being used to make the modifications. The configs are made in a text editor, the models made in Blender or some other 3D editor and made compatible with third party software, plugins are made in Visual Studio or MonoDevelop with only reference to the KSP files (nothing included) and the makers of the mods are third parties and not Take Two or Squad. I think, although am by no means sure, that mods cannot be legally claimed by Take Two or Squad. Fan Fiction images probably could be, seeing as they are in game but the community would probably get a bit irritated after a while.
  5. I must say I somewhat disagree with the new EULA, although if there was a matter of copyright, I think the mod-maker would probably win, at least where I live, as they have the rights to the configs and code even if Part Tools is used to make the model. However, wasn't it someone at squad who made the Blender Part Tools alternative. If so it will probably be under the EULA.
  6. Thank you for the re-compile. The mod is working perfectly again. This has become a mod I can't play without.
  7. I tried using it in 1.3.1 but it didn't work. I did have quite a few other mods installed but once this mod was removed, the game would load and work fine.
  8. If you want any configs for realism for Black Arrow or Prospero, I have (generally speaking) been keeping the British Rockets mod going. If you want to use the parts, configs or textures you are more than welcome to them under the CC BY-NC-SA 4.0 licence (i.e credit The Wire not me). I still have little skill in Blender or Unity so I cannot help with new models.
  9. I was joking, Squad released a script ages ago which allowed the creation of the .mu files without the use of unity, only using blender. My point was that you have done an amazing job at doing the engines throughout the mod.
  10. Have you just used the mu to blender script and rotated them? They look brilliant and around the distance to the mun better than my futile attempts at making 3d models.
  11. I have had no problems running it although I mostly just use the Merlin engines when I need a small but powerful engine.
  12. I have just completed the STS-1A using Mk 2 parts. I have used a modded install using the following mods: B9 Procedural Parts RSB Stockalike RealChute Procedural Parts Mark One Laboratory Extensions Probe Plus Kerbalism Spacex Launchers Pack Tweakable Everything Tweakscale RealFuels Stockalike Mk2 Extensions 64K scale Mechjeb (DeltaV only.) RemoteTech Trajectories I think that was all of the mods, I had quite a few more installed but those are the ones I used (150ish). It was probably a bad idea to use 64K as this is the first shuttle I have made and the DeltaV requirements are about double what was otherwise needed. Here are the images: I landed near by not at the KSC, as I overshot. I might try again another time but this was the mission. If you want the craft file, it is here: https://drive.google.com/open?id=0B7CVQZnOD4PJSzlabFhENWI4bTA .
  13. Personally I think that you should include politics directly related to the main launches but mostly focus on events at the space centre and the main plot.
  14. Please do not ask how this would work but possibly a combination of KAS for the chain and pulling mechanism and some sort of animation may work as well as an invisable docking port or asteroid grabber for the crane. A docking port on the tank and vessal would allow for the connecting rather than a decoupler. However, I don't think that would work with the engines unless you had a seperator between the engines and docking ports.
  15. I have done a small amount of modding and Module Manager can be used so that it is only used if the mod is installed as well as the fact that if there is an invalid module in a config, it is simply ignored (I discovered this when updating British Rockets so it could run in 1.1.)
  16. Just a suggestion for the next version of the mod: Add hullcam and JSI cameras to the second stage engine so someone can get footage from the interstage. It should be possible by adding a MM config that adds the cameras in a certain position. Also, you could change the config for fairings so it uses 'ModuleDecouple' and have another MM config that, when Old School Fairings is installed, changes it back to 'ModuleFairingDecoupler'. This would then make it compatable with Old School Fairings, FAR and NEAR.
  17. Just to check, are the Falcon Rockets to real or stock scale?
  18. One quick note. The mod technically requires FAR or Old School Fairings. I have been testing it just in case (I use FAR on a regular basis) and OSF also states that it is not required if FAR is installed.
  19. Would you like me to (try) and put this on CKAN? I resently downloaded this mod and found it great but it may be used a bit more if it is.
  20. Yes that's right unless those parts are landing legs or wheels in which case they apparently explode on impact. Fortunately this mod has none of those.
  21. I have found DX11 works quite well but it isn't supported and is apparently quite buggy. I haven't had too many problems so you could try it. Just back up your save just in case. If that doesn't work, try openGL. That doesn't do as much but does help. Unfortunately opengl doesn't do aerodynamic re-entry effects.
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