Moach

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About Moach

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    Unsung Pioneer of Kerbal Spaceflight

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  1. I'd always figure it'd be something like this: except instead of cars, it'd be.... you know
  2. I'm a big fan of the Logitech G700 series, can't live without it ever since I got one I've had THREE of them so far, and every time I abused them into the grave, I was all but unable to find any other model for a replacement that even came close to it - so I just got another G700 besides the fully programmable 13 buttons it has, I gotta say, the one feature that no other mouse has managed to satisfy, is the unlockable scroll wheel. the G700 has a little button right under the scroll wheel which toggles the ratchet mechanism. so when it's unlocked, the metal wheel is heavy enough that you can flick and it'll continue to spin smoothly until you stop it with your finger or re-engage the lock, making it behave like a normal wheel again. no other mouse has this, and though it may sound like a gimmick, I assure you: it is such a handy feature that it rapidly becomes muscle memory, and I always find myself fiddling for that button whenever I use another kind of mouse. so, if the OP is in any position to forward this opinion to whomever is in charge of such design decisions - that would be my main suggestion, which to me is a must-have for any new mouse I may consider in the future also, if it were up to me, I'd add moar buttunz (the G700 is an ergonomics masterpiece, I heartily endorse that button layout) another important factor for me: wireless sucks -- conveniently, the G700 doubles both as wired or otherwise, so I always have mine plugged. AA batteries are very unreliable, a good cord never lets you down but I gotta say - this does look pretty cool, it looks like it'd be quite handy for 3d modelling as well -- also, I reckon the ArmA crowd might be extremely interested in something like this on another note: this thread seems a bit out of place in this forum... I think it'd be more at home in the hardware talk section. I haven't been a moderator here in a while though, so it's not up for me to move it - anyways, carry on
  3. on the contrary - upon a player reaching a point where the efficiency of his interplanetary exploits are of concern, such a player is all the more likely to become community-involved, installing mods, and opening up whole new worlds of possibilities and possibilities of new worlds it is hard to place ourselves in that position - and it was indeed rather difficult at the time, with many disagreements between myself and my brother about just what was the best way of pulling it off... the back and forth would eventually settle on something between "too much" and "not enough info" it's even harder to say if the way it was done was indeed the very BEST way it could have been done... safe to say, it probably felt like that to my brother at the time he made it - anything that he felt was truly unsatisfactory in the long run, probably got changed eventually, leading to the format we got now advanced players (of the kind that make mods, not just install them) are often estranged of many decisions taken over this UI - even I had many times insisted for more conveniently placed gauges in the flight scene and whatnot... but eventually I saw the reason too it's not only because it would be intimidating to new players... that can be solved very easily with an "advanced" button or two -- but no, the main problem is that, upon reaching that level of expertise, players grow very unique personal requirements and opinions about their "ideal interface" - so a more advanced interface was sensibly relegated to a case of "choose whatever mod you feel accomplishes that best" - in full understanding that those who requested these things were almost always mod-capable players, if not mod authors themselves so in the end, the UI was made "least-first" - and kinda maxes out at point upon which it stops being possible to attain any degree of consensus about just how exactly it should be done. personally, I really like that decision - since I'm more of a NanoGauges type player and less of a MechJeb user (I don't need precision, I got plenty more volunteers!) others may prefer an Orbiter-style interface with more efficiently displayed numbers... in any of a myriad possible configurations I for one, am glad that the interface was designed such that we are able to choose
  4. Copyright

    if he were using the main theme (from the opening menu) or the one other track (which was it again?) which were written by HarvesteR, then I reckon he may actually care to know about it... not that he'd have a big problem with it being used, I suspect - except if perhaps it was done without credit... but well I can't speak for my brother on that those are the only two tracks in KSP which were composed specifically for it - the others were made by Kevin McLeod, as noted before, and those are royalty free in a way that allows them being used in various applications, as the OP has noticed that's the thing with royalty free music, in the end... it's royalty free (often this requires a one-time purchase) for anyone who wants to use it - this is a very economical way of getting yourself a soundtrack, just don't be alarmed if you start hearing it in other places as well
  5. ksp tends to be more "pragmatically oriented" than Orbiter, which is very scientific and all about precision (most of the time, at least) there was an early design decision taken to get players to first realize WHY they need a bit of information, and THEN give them a way of finding it - this was deliberately done throughout the design of the interface in order to exercise natural curiosity, instead of blunting ppl with a wall of intimidating numbers which they don't necessarily understand right away... remember, most ppl are absolutely traumatized by math by the time they're through highschool - so KSP had to circumvent more than the usual non-familiarity of a new subject in its learning curve - for most people, densely packed numerical displays are often regarded as a "thing that does not look like it would ever be any fun" .... not sure if this has changed since my days in school (which were thoroughly un-enjoyable in a majority of ways) - but most of my peers have many issues with this stuff nowadays since HarvesteR and myself both have a severe enough case of ADHD, it probably helped that we just weren't paying attention back then anyways - and after we learned programming, we noticed that these once-horrible subjects became items of curiosity, as tools for realizing a personally meaningful project. and now, they appeared as welcome answers to nagging questions - and thus learning them was not just easy, but also extremely pleasant putting that in practice, the KSP interface is built from a least-first approach, giving out no more information than one would THINK necessary, until that necessity comes around... this is why there is no ApA/PeA on the flight view, requiring one to switch to the map, as he'd intuitively do once such a level of orbital awareness becomes relevant. on the other hand, a new user still learning the ropes of "keeping the hot end of the stick pointed backwards" would not really have much need for the details about an orbit he's not yet been able to reach once space is reached, and the concept of "falling fast enough that you miss the ground" is established - then such specifics are naturally found by a quick glance at the map... a similar process takes place when dealing with orbital maneuvers and encounters, and so on... ultimately, it was anticipated that by the time any player became experienced enough to desire this data in the convenience of the flight UI, and/or required more precision such as mentioned by the OP, then that player would most likely be perfectly capable of installing mods to his game
  6. What is this in the settings config?

    females do seem to have a noticeably lower eyepoint in IVA, which I actually find a lot better placed for reading the instruments and still getting a good view outside... I think this is really the only big difference - or perhaps it affects the framing in the portrait cameras as well, could be the models must be different enough that this offset is required, I guess
  7. The earliest versions of Kerbal Space Program

    I have had a full course in Intellectual Property and copyright law during university, so I'm aware of what is and isn't protected under copyright law... in short, it's "simply complicated" (simple in theory, complicated in practice) any such a case would require digging up plenty of evidence, and a whole complex, expensive and thoroughly unpleasant process would have to take place in order to cause nothing besides trouble and torment for anyone involved... I for one, would much rather not turn it into one of those "facebook scenarios" that ppl end up making movies about... I don't see how anyone (myself included) would stand to truly gain anything from it which would be of greater value than having KSP itself be a reality and that's why I never really mentioned it early on, when things were so precarious see, both myself and my brother have always operated under the "money to make games, not games to make money" concept... just recognition for my part in the initial concept, both before start and during early development, in the form of my name in the credits, would really be all I'd ask for. everybody likes being acknowledged, right? unfortunately, it is hard to effectively remind a guy to do something as trivial as adding a name in the credits when he's got issues of the "omfg! why is it doing THAT now?!" type and frequent sightings of the Kraken to sort out.... the usual reply I got was always in the lines of "yeah yeah, dude, ok... but why ever did that just explode?" I'll see if I can get my brother to comment on this, anyways - he's not been around here for ages, it seems...
  8. Does KSP simulate the the Magnus effect?

    ...to be fair - the answer is more usually "not yet" if there's really a need for it - somebody's bound to make a mod... and if nobody starts it, one may always go and learn to make it himself remember that all addons for KSP must be open-source when published, so it's very easy to take something for a starting base, and use that as a learning tool as you go about making it into whatever you have envisioned - just mind the licenses and give ppl proper credit (which is most often all they ask)
  9. Does KSP simulate the the Magnus effect?

    in games, this kind of effect is VERY rarely ever really needed in the sense of a full technical implementation... such as you say, the magnus effect - very curious concept, how a spinning object will deflect air and generate lift from this rotation - now KSP does not model this, in vanilla form... mostly because - it's not necessarily necessary that it does.... one might argue, in and rather extreme and outright bizarre use case proposition, however: well, what if I wanna take an empty fuel tank, and spin it around through the air, and make a vehicle out out THAT? (effortfully ignoring the obvious question "why?!") -- does this not make it so that such dynamics would then be lacking? well, yes - i.e. a mod would be needed... but also, no - i.e. the full dynamics behind the effect are not actually needed to achieve this... because, see, simulating every last particle of air in the space around the craft would create somewhat "undesirable" performance issues this may cause a bit of frustration among users who do not acquire their computers by means of time travel imports from the quantum-powered future (peasants, bah) a simpler, more practical representation could be obtained much more cheaply... if we figure a cross product vector (a direction perpendicular to two given others) - assuming one vector is the object's velocity, and the second one is the axis(world) in which it's spinning (namely the length end of a cylinder), multiplied by it's angular speed as and an adjustment factor... ...the result of this operation would be the lift vector, (might require some fiddling with the signs, tho) - and this could simply be applied as a central force upon this rotating body... for whatever gains one may expect out of endangering Kerbal lives in such a way this would of course, require fine-tweaking of parameters to correctly approximate the scale of the resulting effects - but it's still substantially simpler than achieving it by "brute force" so, that's what could be done by <insert mod volunteers here> thus the magnus effect can be "factored in", rather than "supported by" the (modded) game - this is the difference between a "simulator" and an "emulator", respectively
  10. Music Thread

    Mostly _MetallicA_ else, I rather make my own.... shameless self-plug levels approaching critical health hazard threshold!!! just tonight I finally managed to upload a copy of our first CD to the forever-tube -- I'm pretty stoked about it, personally... but I think this might be of interest of KSP players everywhere, considering three of the people who first conceived "Kerbals" as a thing, (way before the game, when it could easily cost one a limb or two) are members of that band.... the name was changed to "Vanquish" about a month prior to printing the first few thousand discs (damn you, reminiscent 1990's, and your cumbersome physical-object-format media!!) - before that, the band went by the name "Bad HarvesT" any possibly perceived naming coincidences are exclusively due to a strict set of self evident cause-and-effect relationships as determined by obvious proof and factual observation, which does not imply that one thing has to do with another..... according to ancient astronaut theorists...
  11. that would require at least two or more processes of relocating individuals to a different country (Shotgun on Canada! where it's convenient for me!) we'd gladly do it... except that "real life" and whatnot stand in between -- plus, given that we've all ended up in different countries, there's a few thousands of miles (nautical, not shorter statute ones), which I'm sure we can come together to assemble a reasonably airworthy vessel to traverse... ** rethinks decision process leading up to fastening seatbelts aboard an aircraft constructed to the infallible standards of the KSP crowd.... it's probably ok, I guess - what's the worse that coul... <heavy audio clipping, unintelligible voice> <comms interrupted, probably cellphone interference, we all know how bad those are for aircraft> <the sound of thunder heralds unforecasted storm clouds, most likely... what else makes that sound?> <static noise floods channel> <a conspicuous smell of burning emanates from the outside windows> <faint background crowd cheers/panic type sound> <static> <silence> ... **
  12. Ok, with apologies on standby for the semi-completely-shameless attention grab post here... but I do believe every true KSP fan would massively appreciate a chance to hear first hand just where the "musical knowy-ness" that brought us the KSP main theme has originated. To those who don't known, before we ever realized that making games was ideal as a career and music as a hobby - and NOT the other way around - myself, my brother (HarversteR), plus another founding father of the "S.R.P-4 Kerbal Kardboard Rocketry Klub" were wholeheartedly committed to becoming a major rock band in the ranks of MetallicA (no ambitions, right... simple plan) So there you go - the original album of a band that up until half-way into that album, went by the name "Bad Harvest" insert deep mental connections about that name here: [ ◙ ← JACK; 9v DC; INDOOR USE ONLY ] the band lasted for some 10 years, though by that extreme end of it's duration span I had remained as the only original founding member of the band... just the same drummer was unchanged since Crossbones, though he had not been one of the original three who started the whole affair, and had in fact joined in just prior to us recording this album... alas, it had not been considered well enough that, at our particular geographic location at that point in time, an english-speaking band was in dire shortness of translating... most of our erstwhile countrymen were more or less hard-pressed to even pronounce the word "Vanquish" (albeit it having been chosen after much lucubration over backwards-compatible band names to latin languages) - let alone them understand the lyrics we worked so hard on.... ...of course, if ppl had there had such trouble with pronouncing "Vanquish" correctly, it becomes cruelly obvious just WHY we had to think of it as a more-easily-read-by-portuguese-speakers alternative to "Bad Harvest"... in retrospect, ppl messed it up anyway - might as well have spared ourselves the effort well - obviously, immigration was a step that had to have been taken PRIOR to attempting to cater to the rocker crowd (of which there are only a thin few in south america) - well, in retrospect... right? oh well - business model fail aside - we did put together a pretty sweet band in those years (2004~2009~ish, before they ruined it* ) -- I still think this first album was really just the exact kind of music we felt like we should inflict upon the world * this was a development that followed our second album, "One Man Army" - HarvesteR had been at a safe distance in Mexico by that time... he was the first to see the hull-breaching sh'tberg that lay ahead, I think - he bailed out right before the actual recording started... and soon after "One Man Army" was complete, left the Bassist.... what came after is a story much to unsavoury to fully explore, even for my well known quasi-random, uncontainably digressive writing style.... in short: it sucked, and some involved should feel plenty bad about it - I did my best, but facing the inevitable, I chose to let them sink with that over which they so intently struggled such that it became "THEIR ship" anyways - rock on! we made this music because we felt like doing so - and that is what it's all about.... and something about Kerbals too, I think
  13. You know you're in low gravity, when...

    ...when the rock kicks you
  14. What would be your reaction to a nuclear holocaust?

    what I'd probably do.... uh, die. most likely... it's not like a pan-global nuke-spam superfest offers much room for barter, is it? now, if the question were "what would I do if kinda-doomsday scenario where only the most ingenious and technically inclined individuals would survive in the resulting junk-wars frontier world?" that'd open up a gigantic new can of radioactive mutant worms
  15. I kid you not, kids! it's the real deal! I thoroughly recommend exploring all songs in the playlist - as one of them happens to almost prophetically describe the legend of Jebediah Kerman in its lyrics... it was written over 10 years before any Kerbal had ever been named "Jeb" (though Kerbals pre-date even Vanquish) "Vanquish"* existed as a band from the frayed edges of early 2004 up to the doom-fraught scatters of 2011, when it violently disassembled unto a singularity, following which several units of mass failed to yield themselvesxC² as energy, and to this day remain unaccounted for... the person doing all the singing is me (right of lineup photo) - at the opposite end, is former KSP project lead HarvesteR - he plays most of the guitar solos and sings the backup lines as well. the bass player is one of the original members of the S.R.P-4 Kerbal Rocketry Team, the bunch of teens who somehow managed to not explode off their digits in the process, such that a pair of them became programmers much later the drummer is actually a popular comic-book character in south america, known for always doing things backwards -- his father is a famous cartoonist who publishes these comics, in which he's based most characters off his own children... * unrelated bands by the name "Vanquish" do continue to exist, and remain comparatively affected by mass extinction events and the ruthless passage of eons to the limited extent of my knowledge.... despite myself holding the (probably expired) trademark for "Vanquish" as a band name, these band are free to call themselves that as they please, as I don't really care even the little enough needed to check if I still own it and/or did not hallucinate the entire process over a decade ago -- either way, let them be... in the music business, they got enough problems already Since all the music of "Crossbones" had been registered for copyright under my name, (since I was elected "least likely to quit at random") I hereby grant that it be in the public domain since the time of their uploading (just about an hour ago)... hopefully no greedy-thievy 'record publishers' dare try claiming copyrights and give ppl [stuff] about posting videos with it on the tubes... that, I'd have a problem with - this is an independently recorded album, made possible by band member relatives who happened to own a recording studio cheers