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About Moach

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    Unsung Pioneer of Kerbal Spaceflight

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  1. I have never had a dental cavity. In fact, I have all 32 teeth correctly deployed! Even the annoying ones at the back that most ppl need to have extracted in their late teens. I don't actually take any unusually good care of my teeth even. Truth be told, most dentists would probably say I'm alarmingly sloppy... Oh well... bonus random fact: I (and others) once concocted a sort of home-brew Napalm. We did it by dissolving Styrofoam in petrol until it became a pinkish sticky goo-type substance. Once ignited, this curious ooze combusted quite slowly, excreting an abominable smell and continued to burn for well over 5 minutes. We had made about a liter or so of it. - My friend still has the alien-looking black gnarled rock that was left when the fire finally went out. We call it "The Napalm Rock". DO NOT attempt this at home! Or if you do, at least don't tell where you got such a stupid idea.
  2. I got an FAA Approved Airplane Seat Belt Extender/Demonstrator for $6 bucks at Salvation Army once. I adapted it and use on my Sim-Pit for a seat belt - it really helps prevent slouching and bad posture. Lots of things on my Sim Pit came from Thrift Stores and other similar pot luck sources See here: Things found in thrift stores include the power distributor, that plate where the SpaceNavigator is mounted, a bracket which props up the main monitor to keep it vertical and a bunch of other bits and pieces (mainly junk) which have been assembled in various creative ways
  3. There isn't one YET - but please be patient, as I am myself currently working on just exactly this project. I suppose there isn't any point in keeping it under wraps, especially after I went down to FSExpo in Orlando recently and told everyone whom would listen about the idea... Anyways, the concept is basically the long-lost lovechild of KSP and the grand classic "Crimson Skies" It goes like this: And this is quite honestly a work in progress at this exact moment. I kid you not! - This is what I'm actually staking my career as a game developer on I wasn't gonna post about it until we had our web forum setup and whatnot, but oh well, I knew the demand for this concept was much too high for it not to pop up all by itself sooner or later... So yeah, it's out there now - MotorWings is a real thing, and I'm the lead developer of it. Here's a free screenshot of our running prototype: This features full physics-based simulation built on a "fly-by-parts" approach. That is, the airplane is really just the sum of it's parts, each one of which is programmed to react to airflow and forces in their own specialized way . Parts are then connected by slightly flexible joints (not too wobbly, but enough so that long wings will realistically flex) - and there's a bunch of options on wing parts to define how they should react to pilot controls, like say "this part is a wing with an aileron section - move it up and down along with input X axis" and so and such... I haven't coded the editor (hangar) interface yet, and for now I've been arranging the airplane parts using the unity scene editor so that I can debug the basic flight dynamics... ... ...I suppose I should write up a proper thread about all this, since there's a whole lot to the project which is awkward to elaborate here. It'd certainly derail the OP's thread for one thing. I'll definitely start a topic about it shortly. Let me leave you for now with an artistic impression of an envisioned in-game scene: Cheerz
  4. This video was made in 2011. It is the earliest recording I can scrounge up from the "olden days" of Kerbal Spaceflight. That's 0.18, or 19 maybe... sometime around that general epoch, for sure There was no map view back then, nor any method of measuring orbital parameters without doing the math yourself from speed and altitude alone. The game had not much earlier been planned as a casual "how high can it go before boom" type challenge, which would have likely veered towards the mobile "casual" market (and therefrom unto oblivion) ... After some insistence by myself, since back then HarvesteR would sometimes still take advice from his own twin brother, the concept was fortunately turned towards the simulator side. I recall promoting it as "if they're gonna blow up anyways, it might as well happen on the way to a realistic orbit. No sense dumbing it down for accessibility" - much to our benefit, that idea actually stuck, and KSP as we know it was born. This video was made a few months after that event. Note that there were already some mods made. - Mod friendliness were always a high concern in KSP development history. One of the very first major parts packs "Wobbly Rockets" is being used in that video. Plus some assorted bits I had made myself and have since become most thoroughly obsolete many times over There was no Mun, or anywhere else to go... there wasn't even time warp (some of us used cheat-engine type software to force faster running) so completing a full orbit around Kerbin and reentering near enough home base was the pinnacle of achievement. It had to be done by the seat of one's pants, so it was much more art than science really...
  5. Moach

    Music Thread

    Shameless plug to my own compositions maybe... Influences include of course all the basics like, John Williams and ilk, Koji Kondo, Jeremy Soule ( particularly the Total Annihilation OST ), perhaps a bit of Dream Theater here and there, and in some parts even the above mentioned "Adventures of Tintin" theme. Plus a million other random bits of tune from galaxy knows where... Music you make is always made of the music you hear. Yet, inconveniently lacking an orchestra at my disposal, this was all done with MIDI
  6. Lol! Busted! It was me in GeoFS - Small world eh? to everyone else asking "what da?", long story short: we've met flying online on GeoFS, both with different usernames. I suppose this goes to show how KSP fans are an overlapping audience with flight simulators in general. This is actually quite important for my next project, to which "Dr. T" is the key for our hopes of resources.
  7. curiously, that full screen bug you mentioned is something I had happen to me as well once... but I couldn't make it happen again afterwards, and it went full screen fine if I did it after the load game screen... I'm gonna look into it, hopefully it's something stupid and not a deeply rooted issue with GMS (the underlying engine, which has caused us no end of problems so far) Thanks for letting us know; And please do tell if anything else comes up. Cheers!
  8. That was the whole idea! I'm very glad you like it! - Enjoy
  9. Doctor Tsunami, the game is called. All the artwork in it was made using nothing other than MS Paint; And it was put together with Game Maker Studios (The "Paint" of game engines) to boot. But why? I hear you cry. What ever could have possessed someone to do this? Well... I can't really say. It's art I think. Or maybe its just a way to prove that you don't need modern tools that promise to make it all easy for you; And anyone can make a game if they just put their mind to it. Even without expensive specialized software. As for me, this game is special because well... I was part of the very small team who made it. I got in half-way through development, but then I ended up buffing up most of the code, redoing anything that didn't really work and whatnot (especially whatnot, when the rest of the team is ONE other guy) But mainly, I feel my biggest part in it was writing the original soundtrack. I had been brewing up some of this music for eons, as if waiting for some big project where it would fit. When my friend Rob (the guy who did it all in Paint) asked me for help and I saw the game, I felt this was somewhere I could put down all those ideas, not saving any for "later" as I had done so far. And since he was doing it all in Paint, animation included; (over 4000 individual images, in the end) I had no reservations about the fact that I did not have any of my music equipment ready at hand. And kept with the spirit of the project by scoring all in MIDI by mouse and keyboard. Of course, there are many better ways of doing it... But I think this was the whole point of the exercise, to show that games are not made by the tool, but by the hands and minds that wield it. And yesterday, the game was finally released on Steam: ... r_Tsunami/ Needless to say, as a two-man team just breaking in to the gaming industry; We got quite a lot riding on this. Anyways, I hope you like it. G. A. "Moach" Falanghe (yes, "Falanghe" as in "the guy who made KSP" - he's my brother btw, did I mention it?) Ps: If you find any bugs, let me know. There are over 180 levels in Doctor Tsunami, and you can probably guess that a team of two is by no means sufficient to cover it all thoroughly enough to find them all. We've set up a forum for it here: Well, enjoy!
  10. I'd always figure it'd be something like this: except instead of cars, it'd be.... you know
  11. 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
  12. 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
  13. 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
  14. 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
  15. 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