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Boomerang

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Everything posted by Boomerang

  1. Can confirm, from having lived in a house with scary-old wiring. God forbid someone turn a coffeepot on when the microwave *and* washing machine were running.
  2. It's annoying, but it looks like we're going to be stuck with it. The DefaultThrottle mod linked on the first page works well though. You can sets the default to whatever you want, any integer value between and including 0-100%, iirc. Shouldn't need a mod for it, but it works.
  3. I don't ever find myself in a position to be talking about Laythe, but I think of it being pronounced like lathe, with slightly more emphasis on both vowels.
  4. I'm going to play around with these parts in .25, checking back against .24.2 to make sure I get the scale of them right. The texture and model paths were easy enough to fix, but the scales are a bit messed up. If I can sort that, then I'll see about estimating the volume of the parts and figuring out resource values based on Taranis' numbers and post back here. Might be a day or two though.
  5. The easiest way for me to do it was to have two Finder windows open. Have the revamp folder on one side, the stock folder on the other. Start with Squad/Parts/Engines for example. Then open a specific engine folder, engineJetBasic, for example. Copy everything within the Ven engineJetBasic folder and paste it into the Squad version of that folder. It'll bring up the dialog menu to Replace/Replace All/Cancel. Click Replace All and it'll replace the stock models & textures while leaving the stock configs. It's a bit of a chore, but I don't know of any way around it. And at least you have firm control over which parts you replace the textures for. Also, I find that when you've finished merging a particular folder, it helps to quickly right-click the folder and change the label color, so you know that you're done with it.
  6. I still run Snow Leopard and I can confirm that you'll have to manually merge the folders. At least I've never found any setting to allow proper merging. It wasn't too much of a bother, really, though I didn't use every revamped part. Just make sure you've got a backup for your Squad/Parts folder.
  7. Not a motor on it's own, but there are a couple of 1.25m decouplers in this thread with built-in separation motors. Might not be what you need, but if it is, you could make a 2.5m/.625m version easily enough by changing the scale, if needed. More designs are buried in the thread. http://forum.kerbalspaceprogram.com/threads/79352-The-Open-Part-Mod-Week-5-9-Project-Started
  8. And you're still ignoring the whole issue of what's polite, and to steal a phrase from RoverDude's analogy, neighborly. I haven't seen anyone saying that ferram's license disallows what OP's doing. The point that so many of us are trying to make is that if everything's just going to boil down to what anyone's legally allowed to do so, without concern for the wishes or consequences to anyone else, we're going to become a much more closed off, bitter community than we are now. Hence all the claims about what's right vs. what's legal. Just because you can do something, doesn't mean you should. RoverDude went through what's going to happen if we stop being polite with each other and just do what we're allowed to do. Licenses are going to close up and everyone loses from that, though the users will far more than the authors.
  9. Afraid I'm out of my depth on that one. I've got a very low-tech mouse and no joystick, so I don't know about binding non-keyboard functions. Maybe someone else does though? I'd find it hard to believe there isn't some sort of mouse-button support you could kludge together to make that work.
  10. Honestly, this is one of the better compromises I've heard. If you want to seriously play around with modded x64, then here's a thread detailing how to go about freeing up some of the mods that are locked again x64. Anything you break is your responsibility and if you're clever enough to read these directions and sort out the requisite software, have fun. Hopefully that limits x64 mod usage to people actually willing to figure out what they're doing and therefore those who might actually be able to provide useful feedback to Squad and/or the community. While weeding out the people who just want what they want right now and who'd just clutter up support threads.
  11. I've found that in the last version or two, you actually can! You have to go to 'Settings'. Might be buried in the miscellaneous keybinds. Be aware though that it's a slower zoom than via the mouse. But it does work. Also, there are other ways of zooming. It took me forever to figure out that you can Shift+Two finger scroll on OSX to zoom in the editors. I think there's something comparable for Windows and Linux.
  12. Since Nolan directed it, I wouldn't be a bit surprised if the entire story is just narrated by Michael Caine telling the audience exactly what's going on as it happens. I'm sure it'll be a great looking film, but like Gravity, the writing and most likely the plot are going to leave much to be desired.
  13. Just to add to the discussion about unpacking this part: As an OSX user, my rig wants to use Archive Utility to unpack it by default. The progress bar immediately fills up and the application locks up. I have to force Archive Utility to close and nothing gets unpacked. StuffIt Expander seems to have worked fine though.
  14. I'm glad that you're taking some of this recent drama in stride like that. It's not hard to get the vibe from some authors that they're just about fed up with some of this recent behavior and that if it keeps up, they might just be done entirely. And thanks for all your awesome work, as an aside. It's amusing that such a straight forward statement of yours is being accused of trolling.
  15. Nah, it's probably best to loudly complain when authors don't do their free work fast enough. Or release counter-mods that deliberately undermine pre-existing mods against the wishes of their authors. I really shouldn't have to say that was sarcasm, but it was, on my part, at least. And while I think a decent majority of the community does have a good deal of respect and appreciation for the work that the hundreds of different mod authors put into this game, not just in dev time, but support as well, there is a disturbing trend of people who want what they want and they want it right NAOW!!1! And by golly, they're going to get what they want whether or not it's in everyone's best interest or not, because they're entitled to exactly what they want. /rant We do have an awesome mod community and I really hope that it stays that way. Let's please try to not alienate all the great folks who put so much time into the game for all of us.
  16. I went about the power curve problem the laborious way and edited the panel modules for all my panel parts. Not so that they're equivalent to real life, but so that at least beyond Duna they're highly inefficient and that beyond Jool they're essentially useless, just to add another dimension to my game play. I'm no hand at writing MM patches, but I can't imagine it would be too difficult to plot out a new power curve that conforms more to what we have to work with in real life and apply that at least to the stock panels.
  17. Depends entirely on how fast you can go. I've see a handful of particular sturdy boats that can do 80m/s+ in the water. If you're just starting out building boats, you'd be lucky to maintain 10m/s without something being destroyed by the wacky water physics. But let's say you manage to build something that can do 50m/s in the water and you pick a great circle route that's entirely water. The circumference of Kerbin is pi*2(600000m) = ~3769911m. If you're doing 50m/s entirely on water, not taking into account whether your craft is sturdy enough for time warp, that's: 3769911/50 = 75398s or about 20.9 hours. Obviously that's just for that particular case. You aren't always going to be on water, you might be able to time warp and it depends entirely on how fast your craft can go by land and sea both. Edit: Also, going by wheels on land gives you the benefit of using electricity from either RTGs or solar panels to power wheels. You'd need some sort of consumable fuel (most likely just LF for jet engines) to propel yourself. Which adds an entirely different dimension to the problem.
  18. Everything I've seen points to this being the case. The few photos we have seem to show the plane coming apart almost immediately after ignition. There just wouldn't have been time for them to open the floor hatch and bail out.
  19. I really, really wish that Squad had never caved to the demands for a 64-bit release. If they were a car manufacture, it would have been like releasing a car that might run perfectly fine for the next ten years, but is far more likely to flip over and start on fire when you try to open the trunk. It's a hot mess and people really ought to be cross with Squad for this mess, not authors who are right to not want to touch it with a ten foot pole. And I agree with the sentiment that even if a fork *can* legally be distributed in a case like this, doesn't mean it should. Especially not against the wishes of the creator when he/she is being perfectly reasonable, and when all you're going to do is create a lot of havoc for a: people whose saves get borked trying to run x64 with rehashed mods, b: the original authors of the mods, and c: the people releasing unauthorized forks. It's rude to muck around with other people's mods against their wishes. It shouldn't be an issue of whether you *can* do it, but whether it's something that actually needs to happen. If the community of mod authors aren't releasing a particular type of mod despite a few calls for it, there's more than likely a good reason for it.
  20. I feel like a lot of people responding to criticism of Virgin are making some big assumptions. Just because a person feels that Virgin ought to have their efforts curtailed/severely reevaluated for any number of reasons, doesn't mean that they're applying that logic to all commercial spaceflight. Virgin is like someone sloppily building a drag car in their garage when we're trying to build better cars to drive us from city to city. SP2 was never going to achieve orbit. Ideally, it was going to slip out of the atmosphere for a few moments so that rich people could say they've been to space. That's fine. If that's what they want to do, great. But let's not pretend like they're seriously furthering research into space plane technology. They backed themselves into so much of a corner with SP2 that they couldn't abandon what was clearly a problematic design and pursue something more efficient. So they kept throwing money and time at the same design, shoehorning what they had to into wherever it would fit. It wasn't necessarily doomed to fail, but even if it worked and it was reasonably safe, it was dead end technology that had extremely limited application. They've already proved that this particular design is a way to *not* get to space. There was no new heat shielding technology coming out of SP2. All of the propulsive systems were already at the upper end of their potential size, so it was never going to be scaled up (again) to get payloads, human or otherwise, to orbit. It was a gimmick project. And their dedication to the gimmick has kept them from trying to come up with a design that might actually have broader application. As far as advancing our abilities in space travel, SP2 was never going to contribute much. There are plenty of other private companies and potential technologies that hold plenty of promise for actually advancing human space travel. So don't assume that people taking the .... out of Virgin want to see commercial spaceflight in general curtailed.
  21. I chuckled as well, not a bad bit of a advertizing, all things considered.
  22. Wallops just has the one pad and who knows how long it'll be shut down for the investigation before repairs can even be started. But there's a SpaceX resupply launch scheduled for the end of the year from the Cape, so it's not like they're out of options.
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