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iteranthypatic

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Everything posted by iteranthypatic

  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.
  16. Also, another question, what greenhouses/mods do work with Snacks and can utilize the fertilizer resources mechanics to the fullest? I can't seem to find a list of compatible mods. Would it be possible for us to create one?
  17. Is there some way that I can add those features to these parts? Are there some lines I'm supposed to add to them?
  18. Is SNACKS compatible with Nertea's Stock-Alike Station Parts mod? Specifically the hydroponics section? Would that work to generate new snacks and recycle air?
  19. KSP: 1.8.1.2694, 64-Bit, MacOS Problem: Keyboard/Mouse inputs aren't accepted erratically. Sometimes clicking on certain UI elements (such as Transfer Fuel Out/In) doesn't work. Other times, unable to change craft orientation with wasd or stage the craft. Mods installed: Mods With Mod Version ModuleManager v4.1.3.0 B9PartSwitch v2.12.1.0 / vv2.12.1 Chatterer v0.9.98.2686 MiniAVC v1.0.3.2 ContractConfigurator v1.0.0.0 / v1.28.0 RemoteTech v1.9.0.0 / v1.9.5 CC_RemoteTech v1.0.0.0 / v1.28.0 MiniAVC v1.0.3.2 SimpleBoiloff v0.2.1.0 DMagic v1.4.3.0 / vv1.4.3.0 DeployableEngines v2.2.0.0 DynamicBatteryStorage v1.0.0.0 ModularFlightIntegrator v1.0.0.0 / v1.2.7.0 FerramAerospaceResearch v0.15.11.3 Scale_Redist v1.0.0.0 ferramGraph v1.3.0.0 HideEmptyTechTreeNodes v1.0.0.0 KerbalEngineer.Unity v1.0.0.0 KerbalEngineer v1.1.7.1 MechJeb2 v2.5.1.0 / v / v2.9.1.0 NearFutureElectrical v1.0.0.0 NearFutureExploration v0.4.0.0 NFPropUtils v1.0.0.0 NearFuturePropulsion v0.9.0.0 NearFutureSolar v0.4.0.0 SCANsat v1.8.14.0 / vv18.14 SCANmechjeb v1.8.14.0 / vv18.14 SCANsat.Unity v1.8.14.0 MiniAVC v1.0.3.2 KSP_ColorPicker v0.1.0.1 / v1.0.0.0 KSP_Log v0.1.0.1 / v1.0.0.0 KSP_PartHighlighter v0.1.0.1 / v1.0.0.0 Stock assembly: KSPSteamCtrlr v0.0.1.35 HabUtils v1.0.0.0 StationScience v0.0.0.0 KerbalAlarmClock v3.12.0.0 UniversalStorage2.Unity v1.8.0.0 UniversalStorage2 v1.8.0.0 / vv1.8.0.0 WaypointManager v1.0.0.0 / v2.8.1 MiniAVC v1.0.3.2 KerbalActuators v1.0.0.0 Scannable List of Mods B9PartSwitch Chatterer CommunityResourcePack CommunityTechTree ContractConfigurator ContractPacks CryoEngines CryoEnginesNFAero CryoEnginesRestock CryoTanks DMagicOrbitalScience DecayingRTGs DeployableEngines DynamicBatteryStorage FerramAerospaceResearch HeatControl HideEmptyTechTreeNodes KerbalAtomics KerbalAtomicsLH2NTRModSupport KerbalAtomicsNTRsUseLF KerbalEngineer MechJeb2 ModularFlightIntegrator NearFutureAeronautics NearFutureConstruction NearFutureElectricaNTRs NearFutureElectrical NearFutureExploration NearFutureLaunchVehicles NearFutureMethalox NearFutureProps NearFuturePropulsion NearFutureSolar NearFutureSpacecraft RemoteTech SCANsat SpaceTuxLibrary Reproduction steps: Unsure, the bug is random. Happens multiple times per play through. Log: Player.log http://dpaste.com/2E83P95
  20. It feels like a good thing that it's more expensive. And it should be. Squad has supported KSP far beyond the expectations of most game developers. Amazingly, they've been releasing new features - for free - in the main game past the 1.0 release for the past... ~5 years. That's half a decade of more support on top of the 4 years it took to get to 1.0. They've worked on it for nearly a decade and added feature after feature and improvement after improvement. The development of all of these new features and game improvements isn't cheap. It's expensive in terms of engineering time and costs. Someone has to pay for that - something has to pay for that. Shouldn't we be lining up to pay for these DLC's no matter what the price so that they keep working on our beloved game?
  21. Hey everyone, I know that a long time ago there was the Surface Experiments Pack that had Breaking Ground's surface deployed science features. And as far as I can tell, it was a very well thought out mod. Now that Breaking Ground exists and there's chance to do more science - are there any mods that build on Breaking Ground's science packs and/or extend it? I'd love to have more experiments to deploy and more complicated monitoring stations etc. I think it's a great part of the game and gives the Kerbals something to do on jaunts down to Duna or Eve. I'd love to add to the mechanic with whatever the community has been building. Best.
  22. Thanks for picking this mod up! It's really inspiring to see that this exists. I'm mostly a Career-mode player, and the game really peters out for me in the late-stage. There's this existential problem to the game and real-life space exploration. Once you're up there, have explored the Mun, gone to Jool and beyond, what's next? What's next for the Kerbal civilization and their space program? Why do we keep flying and building rockets? It's fun, but it starts getting tedious after the 1000th launch. It's inspiring to me that this exists, and it re-writes the Kerbal-story as it were. With this mod, Kerbals are these visionary, big-headed beings who pumped resources into a green field and waited for an ecosystem to grow. And then, finally after several years of trying, they finally managed to build a garden for the next generation to play in. In my mind, there's montage going on where Kerbals go from the early days Mercury-style gung-ho astronauts like Jeb and Valentina to the scientific ones of Apollo and beyond. They build their ISS, but they don't stop, they still keep going, they still keep expanding, until they spread their roots across the solar system. I do have an unwarranted suggestion from someone who hasn't yet downloaded and played this mod --- maybe for creating an arc, each piece needs to be expensive in terms of science, and maybe there could be successive generations of each part --- so that you start lowering the cost as you research/unlock more. I know that you also steward other parts which do this (one where more research unlocks more capabilities) and maybe they could all interact somehow? Also, this is a suggestion, maybe this mod could also have social science stuff that you research, like you have to research reproduction in space, before you actually do it, and space medicine is a thing and it impacts the decay and growth rate etc. The work for all of this seems to be huuuuuuge though... I'd love to volunteer - I can write prompts and do some design stuff.
  23. Hey there, This will sound strange, but I have a few questions on the art assets (and I'm happy to help out with them as well); - Are these assets visually compatible with the lovely, station part mod by Nertea - I don't have my machine so I can't check out the assets in detail, but do you have an "insulated" skin in place that looks like most Space Stations such as the ISS, Mir, and Skylab? construction? This is a photo of Mir, as you can see, there are radiators, but much of the thermal management is done via insulation. Is there a way to help you add such detailing into the mod? I am a designer, and I haven't done such art, but I'd like to learn/help. I keep finding these details about historical stations and I'd really like to add them here. Another example, from Skylab; The detailing here is so beautiful, there's this Aluminum hard body exterior that is mated with the insulated interior, and the point of contact between them is beautiful. Here's what they wanted it to look like, and the exposed tanks etc make it look so Kerbal; This aesthetic is so retro and so beautiful.
  24. Hey everyone, From what I can figure out, the programmers of KSP 2 - Private Division - first cut their teeth on KSP by launching the mods Making History and Breaking Ground. Both of these mods have a special place in my heart for the new gameplay features they offer to the base KSP game. Now that they're busy with KSP 2, does that mean that KSP 1 won't receive more DLCs and major updates in the future? What does KSP 2 mean for the future of KSP 1? The reason why I'm asking is that I'm happy to buy both and spend more money on KSP 1 in the lead up to KSP 2. It seems like a good monetisation strategy to me; offer long term support on a game that has been built on long-term support. And then do that with the sequel concurrently. Do you think that will happen? Or, will they go all in on KSP 2?
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