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iteranthypatic

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  1. Ahhh that makes perfect sense! Lemme know if I can help somehow. I'm good at parsing legalese and have redlined my fair share (i.e. one too many) of long contracts.
  2. I'd like to tack on to this offer, I've been studying design + UI/UX and some front-end stuff lately and I'm happy to help out with that. While I agree with your sentiment here, I feel like it's a mischaracterisation of different license types and reality. For example, as they fear people using their work in their mods etc. (though I'm guessing the KSP community wouldn't do that without permission), there's a specific CC license for this, You can read more here, https://creativecommons.org/licenses/by-nc-nd/4.0/ Now you might be asking why not just use ARR? Well, that's a long and complicated story, but by itself it doesn't mean much see here, https://jdebp.eu/FGA/law-copyright-all-rights-reserved.html and secondly, it doesn't mention nor specify what rights and how and for whom. The purpose of a license is to set forth a set of understandable and applicable statements that are acceptable both in some court of law (if it ever comes to that - lawsuits are expensive) and with whatever community you're engaging with. I think that the KSP community is kind and generous and they'll honor your wishes, no matter what they are.
  3. Someone should write an ode to the KSP community and all the modders therein. This mod is an amazing achievement! Also, since the source-code is open, and you could get there faster with a good team, I'd recommend going to a friendlier license like MIT, just to add to the ethos
  4. @Nertea It takes as long as it takes. And that's okay! I hope I didn't make you feel guilty or anything. I can wait. I'm sure others can too. I'm not going anywhere Also, may I just say that I love your art? It's absolutely beautiful. I would seriously consider selling posters or merch of it. And o'lordy what would I give to make something that amazing.
  5. Thank you so much! That explains that. I wonder if I could update the patch somehow... But I'm worried that it might be against Nertea's wishes. Perhaps this is how he wants it to be played? I love his creative choices and I'd like to respect them.
  6. Thanks to @ssd21345 (and perhaps their mum), we found where the missing logistics containers are! They've been displaced to the Fuel Systems node here;
  7. Oof I'm so sorry to bother you on a different thread. I know you're really busy and you've given so much to the community. But I love your parts so much and it's really depressing when some parts of yours don't work. Don't ask me why, it sadly just is. For me it's the Containers from this mod, I can see them in the VAB; But I can't see them in the tech tree nor research them etc. (I have community tech tree installed!) Help me Obi-Wan Kenobi Nertea. Here's my full mod list;
  8. Hey Nertea, I have a weird issue. I have installed the Near Future Methalox mod, but I can't see any Methalox engines in the tech tree. Here's my full list of mods, 000_ClickThroughBlocker 001_ToolbarControl B9PartSwitch Chatterer CommunityCategoryKit CommunityResourcePack CommunityTechTree ContractConfigurator ContractPacks CryoEngines CryoEnginesNFAero CryoEnginesRestock CryoTanks DMagicOrbitalScience DecayingRTGs DeployableEngines DynamicBatteryStorage HeatControl HideEmptyTechTreeNodes KAS KIS KSPRescuePodFix KerbalAtomics KerbalAtomicsLH2NTRModSupport KerbalEngineer Kerbalism KerbalismConfig KronalVesselViewer MarkIVSystem MechJeb2 ModuleManager.4.1.4.dll ModuleManager.ConfigCache ModuleManager.ConfigSHA ModuleManager.Physics ModuleManager.TechTree NearFutureAeronautics NearFutureConstruction NearFutureElectricaNTRs NearFutureElectrical NearFutureExploration NearFutureLaunchVehicles NearFutureMethalox NearFutureProps NearFuturePropulsion NearFutureSolar NearFutureSpacecraft ReStock ReStockPlus RealPlume RealPlume-Stock RestockRigidLegs SCANsat SmokeScreen SpaceTuxLibrary Squad SquadExpansion StationPartsExpansionMetal StationPartsExpansionRedux TriggerTech UniversalStorage2 WaypointManager WildBlueIndustries XenonHallThrusters Any help would be appreciated! As I'm not quite sure what's going on.
  9. Hrm, I'm at 1.9.1 and running the latest release of mechjeb. When I click Landing Guidance at the mun, have a target etc, nothing happens. When I do that at Kerbin, something does seem to happen. I am not quite sure what the bug is or how to document it, so any advice would be appreciated.
  10. I love this mod, but I have an odd problem. I'm playing on a slower computer and it's like my framerate is half of what's normal? So during the countdown there's this huge noticeable gaps between the counts and the audio feels disconnected and weird Please help!
  11. Here's the log file! https://www.dropbox.com/s/ftck2qkfflgqx4n/KSP.log?dl=0
  12. I am facing a bug that originates in US2. Apparently, it is rapidly adding and removing resources from the game which then results in this behavior. I had originally attributed the bug to Kerbalism, but after discussion with the mod's very kind authors, it seems that the bug is in US2. Here's another video of the phenomena, Sometimes it happens on the ground too! I am happy to share the logfile if someone can tell me where I can upload the ~4MB file. Thanks!
  13. Hey there, is there an updated version of this for 1.8.x and 1.9.x?
  14. Angel, I'm facing a strange situation in the SNACKS simulator. I am not sure if it's PEBCAK or a misconfig somewhere. Here's the situation. Let's say I have 17,000 snacks to begin with, and I add another 15k. I would expect the capacity to increase by another 70% to 80%, but it doesn't. Here's before; Here's after adding 15k more snacks; Thoughts?
  15. I've found Angel-125's mini-mods, but haven't found any mods that extend the breaking ground science pack. This makes me want to get into mod building to satisfy this itch.
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