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darthgently

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  1. That is great. It doesn't explain why it was offered under http, but ok
  2. Um, wow. By using non SSL connections one's browser becomes open to any machine between your machine and the server to a man-in-middle attack. Which happen all the time. In fact, scammers target sites with http only connection as becoming their bait. They clone the site, hack into an internet server that routes traffic, wait for someone looking for the real site, then divert them to the fake site instead. The fake site isn't identical to the cloned site. It looks like the real site, but additionally injects payloads into the content looking for numerous exploits and they wouldn't do it if it didn't work. The result can be password file theft, ransomware, or even complete, but covert, takeover of your computer. It is 2021 and warnings about really, really needing to use SSL have been out there since the 1990s. At least use a free self-signed certificate so the traffic is encryped, but that doesn't really solve the problem as the fake site can use a self-signed cert also. The real solution is a valid certificate. There are some places you can get a valid SSL certificate for free. Here is a blog about where to get some from a quick search: https://www.techradar.com/news/best-ssl-certificate-provider (pasted wrong link...srry) here is the most popular source for free certs https://letsencrypt.org/ Also, be aware, it isn't just random hackers doing this. There are entire departments in foreign governments and various crime cartels devoted to this kind of activity with payrolls the size of major corporations
  3. Does on-site production of RocketParts still require Kethane as described in the first post? I vaguely remember asking this same question months ago and the answer was "no", but it may have been for another mod in another forum. I trimmed a lot of mods trying to narrow some issues down and only recently reinstalled EL Nvrmnd. Sorted out
  4. You can also just individually select the ELP version in the "versions" tab in the lower right after selecting ELP in the mod list. This will create an override just for the specific mod. So just check the checkbox next to topmost '1.9.1' in the versions tab for ELP. After being told about this CKAN feature (thanks Heburusan) I have not had to alter the overall "compatibility" settings at all, which is nice.
  5. Well, the Duna hardpan wrinkle concept has a new wrinkle. Yay NASA and associated teams https://www.engadget.com/nasa-confirms-that-perseverance-successfully-cored-its-first-rock-153007472.html
  6. Oh, I needed it. I was getting horrible 5 to 10 second freezes every 30 secs or so that coincided with GC (going by Memgraph correlation). I had installed HeapPadder but hadn't increased the "total" above 4k. After adjusting to 16k the freezes went completely away. I should add that the freezes pre-existed the HeapPadder install but didn't change noticeably after install with the "total" at 4k (or whatever the default is, I recall it was 4k)
  7. At the risk of waking a dead thread (got the warning), if one has 64G of ram, would it make sense to set "total" to 16384 as the apparent pattern seems to follow? Or would it make more sense to cap it below that somewhere? I imagine there is a time/space trade off within the heap algo itself
  8. Yes. I've used it before but couldn't tell that it made any difference. Most of my ISRU bases have KAS/KIS connections between tanks and tankers and such and while that mod may be good, it apparently wasn't that good. I could try it again. I'm not sure that mod addresses the root cause I'm dealing with. Thank you very much for the response, I do appreciate it
  9. So now I'm wondering how setting autostrut and rigid figure into this. Do they increase the size of the nodes? If so, I'd like a mod where I can tweak the size of these nodes individually, or in groups near an area. Perhaps even making them smaller where the stock size is to large for the loads involved.
  10. The "base" was just an example. The option to set a flag on the vessel, so that any time it is made active while it is landed, this hyperedit landing will automatically happen is more what I was thinking. It bothers me that you and I even have to think about this. It seems in all the years that KSP has been going the devs at Squad could have found a solution that worked. But that is on the outside looking in. Another approach that occurred to me was for the terrain vertices and triangles where the ship touches the terrain would be saved with the ship in the savefile and when making that craft active, the terrain generator would incorporate those pre-existing vertices an triangles in the newly generated terrain so there could be no clipping between the generated terrain and the craft. But that would be a KSP dev thing
  11. Nice job narrowing down the miscommunication. The double meaning didn't even occur to me
  12. Or at least the more time spent would lead to a larger data set which would be worth more points maybe
  13. So it really comes down to how the physics engine handles undocking, which appears to be fairly unrealistic. Because the physics engine is CoM based while reality deals with distributed mass in analog parallel, lol. But I'm going from "DOCKED" to "UNDOCKED" mode, then pausing and then doing "DETACH". The jolt happens on detach. So confusing at times
  14. What is the source of the kinetic energy when detaching vessels docked via KAS? Could it be nullified in the KAS mod somehow in the next release?
  15. Are you the author/maintainer of Hyperedit? I think I've been fairly clear and anyone who has played KSP for some time has had issues making landed craft the active vessel. Bases in KSP are also craft. Even asteroids are "craft".
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