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OrbitusII

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Everything posted by OrbitusII

  1. I believe the license says that if you make upwards of 100k per year you have to get the Pro version. *goes to try and check* Yep, FAQ has the answer: On the subject of using Unity, I've had my hands on it for years and it's only gotten better. With the personal version getting full access to the game engine's capabilities it's going to be my go-to option for any future projects for a while. Other engines have their own benefits, but Unity is very competitive since it's free-to-use, takes no royalties, and can port to amost any system imagineable.
  2. STORY TIME! I work Tech Services at my university, and I recently started working a class since the professor has to teach from home. All I do is set up a laptop, call the professor via facetime, and chill (providing help as needed) until the class is over. It turns out that one of my roommates is in that class, and as luck would have it, he's a big anime nerd. On the first day I'm working the class, he's sitting surrounded by about 8 girls as I'm setting up the computer, and he says... "This is turning into Infinite Stratos." I facepalmed so hard. For those of you who don't know anime, Infinite Stratos is commonly referred to as the "harem anime" since the main character is the one guy in a school of girls and all the girls basically throw themselves at him (it's ridiculous, I know). Fortunately, none of the girls there got the reference, but I can only imagine what would have happened to him if they did.
  3. I agree. The system as we currently have it works, so there is no need to "fix" the system by moving mods to a restricted service. Steam may be convenient, but it's also a great way to discriminate against non-Steam users.
  4. Instead of doing the Hard/Soft dependencies, perhaps it could be Required (necessary for proper functionality), Recommended (not necessary, but improves functionality), and Supported (gains extra functionality upon installation). Whatever the case, I do like the idea of coming up with some standard terminology.
  5. Updates have rarely broken save files, and when they do we get extensive announcements and warnings from the devs. Copy-pasting save files shouldn't be that difficult to do. Still, it might be nice to get an option for the tech nodes you get on starting the game. Some sort of [All / None / Custom] selector for pre-completed science could be very convenient.
  6. But again, not everyone has access to the Steam workshop. Making workshop-exclusive mods is a great way to divide the community. I'm happy with how mods are distributed now, even if it's a little funky. Very true. Giving modders another place to put their mods is superfluous.
  7. Correct, I joined around December of 2012 and the forum wipe reset me to April of 2013. I'm by no means one of the older folks, but I've been here a while. Picked up the game around 0.16 and really started playing around 0.18 (which is when I also joined the forums).
  8. My two cents: I recently took my computer home from college via car (a 5-hour drive) and had issues starting my computer similar to the issue OP is having. It turns out that the drive jostled the RAM, so removing and re-installing the chips solved the problem. Since we don't know all the details we can't figure out exactly what happened, but I would recommend re-seating the RAM in your computer to see if that fixes it.
  9. Cool stuff, the suspension on the rover itself is really impressive! Good luck completing the challenge!
  10. If memory serves, there is an update to the forums in the works but it's not stable enough to go live quite yet.
  11. I don't have a problem with modders getting paid for what they do, and I think much of the community here agrees with that. What I do have a problem with is an unregulated mod market where anyone can charge any price for their work, which is what Steam has now. If paying for mods must be monetized, it must also be regulated in order to provide security for the end users. By regulation, I mean: - moderation of the market. It can't be left to its own devices - a controlled inlet for paid mods. Letting anyone charge any price for any amount/quality of work is foolish I won't charge money for my mods, but I can understand the desire to do so. It's a lot of work for something that has been a hobby for as long as I have been involved in it. If you want to recieve compensation for your work you are justified, but I don't think modders should support a system (Steam's Paid Workshop) that has been flawed from the beginning.
  12. I believe the last game I beat was Dishonored, and I beat it... 3 times in a row? I've been working on getting all the achievements for it so I've had to play through it several times and it's just as awesome as when I first beat it.
  13. I'll eventually buy one anyway, but free giveaways are always fine by me!
  14. Trial and error with some education via YouTube videos (even those that weren't strictly instructional). I actually developed a fair bit of my programming and modeling skills this way.
  15. Joyful exclamations by Jebediah explode bananas. NOT THE SCALE! Prpubm
  16. [Duh-ji-gog] Refers to the act of two collision meshes getting stuck inside each other in video games. Unpleasant to pronounce and experience. Kjgnng
  17. Only 49 posts? Any number less than 500 is cheating!
  18. 8/10 Unique, but the image gets cut off on the right side since I'm on mobile.
  19. I don't see KSP's mods becoming a paid commodity. Since KSP doesn't have the Steam workshop and Curse isn't in wide use amongst modders here on the forums, I don't expect either service's decision will have a major impact on how the relationship between mods and money works for KSP users. Even if KSP were to get the Steam workshop (unlikely, since a large number of us, myself included, don't have KSP on Steam) or Curse were to enable mod monetization, I don't expect Squad would enable it. The devs have shown themselves to be loyal to us consumers, so unless the monetization has obvious benefits, even to those who don't create mods, it's unlikely we'll see it.
  20. I'd be up to join as a corporate power. Marathon Aeronautics Producing fine aircraft for decades, MA gained recognition with their Thunderstorm 2 bomber and is now working to develop the best next-generation combat aircraft. The Thunderstorm 2, an older design that is nonetheless reliable and capable of carrying 150% of its own weight in explosives, making it an excellent choice for carpet bombing. While no longer in production, the Thunderstorm 2 has been succeeded by its more advanced sibling, the Thunderstorm 3. The Thunderstorm 3, while only capable of delivering 4 warheads, is being developed alongside advanced weaponry that will allow it to clear areas much more accurately than its aging sibling. Its delta-wing design also makes the Thunderstorm 3 an excellent choice for stealth missions.
  21. This is exactly my issue with paid mods. There's next to no regulation of what can and can't get approved for monetization, all I'd need to do is input my tax and bank info and I can start charging money for my mods. I understand that Steam is trying to encourage the community to work hard and create new content, but what we don't need is an uncontrolled market. Daybreak Games' Player Studio has the right idea by having player-made content go through an approval process before it can be monetized, and if Steam were to apply at least some of that process to the workshop's monetization system then the modders who do amazing work can still get paid for their work, while the people who make tiny, poorly-done mods (or steal them from other mod hosting sites) either have a cap to what they can charge or don't get to charge at all. Edit: Thanks for the video, he seems to have a good handle on the pros and cons of the matter, especially the "Hands-Off" policy Steam has (I didn't even realize that they did that). It does indeed seem like they're indirectly supporting the DLC-ification of mods and the growth of the DLC plague on gaming. Over-regulation is terrible, but so is under-regulation. Until Steam gets its act together and starts managing things rather than letting them run off on their own, I will not support their decision to allow modders to monetize their content.
  22. That looks like an emote, which is cheating. Probably.
  23. Alas, I do not own a telescope (except in KSP, I've got quite a nice telescope in High Kerbin Orbit) The user below me is a regular browser of imgur (lurker, Glorious, it doesn't matter).
  24. Another reason why I will stick with the KSP community to the end. My 2 cents on the matter: I see great potential in this system. Giving modders more control over how they recieve recognition is wonderful, as modders are amazing people with a lot of dedication, putting a lot of time into what they do. However, I also see great danger in making mods a paid commodity. Forcing the end users to pay for the mods they use is dangerously close to making 3rd-party DLC a regular occurrence in the gaming industry, something that I can only see ending poorly for modding as a whole. If Steam were to make the system more like what is in use by Daybreak Games, where you have to have your work approved by the player studio team before it can be sold, I would be more supportive of the paid mod initiative. As I understand it, however, there is no such system in place for Steam. If Steam were to provide more regulation (which, in this case, is much better than none) I could support their decision to make mods a paid commodity much more than I do now. However, due to the apparent lack of control implemented in the marketplace, I will not support it. As for me, my mods will forever remain free, with naught but a donation link near the download (when I start taking them).
  25. Banned for two ponies in a row and being in Colorado (that's where I used to live, actually).
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