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  1. Brand new downloadable content for Kerbal Space Program is on its way! Filled with new content and features, Kerbal Space Program: Breaking Ground Expansion will give new meaning to the Kerbal scientific endeavours. Breaking Ground is all about exploration, experimentation, and technological breakthroughs. Study the soaring plume of a cryovolcano on Vall, mysterious craters on Moho, and even more new features on all of the other moons and planets of the Solar System. Deploy experiments for the long-term study of Minmus and let them collect data while you explore further sights. Test your creativity with a new suite of robotics parts. Breaking Ground will help you and the Kerbals reach new horizons, all in the name of Science! These are the most significant features coming to Kerbal Space Program: Breaking Ground Expansion. Robotic Parts Brand new robotic will add a whole new level of creativity to your craft. These parts will include some new control mechanics and let you create all sorts of inventive vehicles and crazy contraptions to aid the Kerbals in exploring their Universe! Surface Features Scattered across the Kerbin System, you’ll find interesting Surface Features, like mineral formations, meteors, craters, and some even more curious planetary features. Study them and collect valuable scientific data with a brand-new Rover Arm! Deployed Science Bring equipment for experiments with you from Kerbin and deploy them on the surface of a celestial body to take measurements over time. Set up a science station and put your crew to work. From seismometers to weather stations, there are plenty experiments for you to try out! New Space Suit Kerbals are also getting a fresh new space suit to wear for their scientific endeavors! This sleek futuristic suit will make your Kerbals look flashy while they explore the canyons of Duna, the shores of Laythe, or any other exotic destination. Kerbal Space Program: Breaking Ground Expansion will be released on May 30th for PC for $14.99 USD. And yes, we’re keeping our promise that all players who purchased the game through April 2013 will receive the expansion for free. We’ll provide more details on how that will work before launch. Do you want to learn more about Breaking Ground? Then make sure to stay tuned for our next KSP Loading… where we’ll take a deep dive into the content and features of Kerbal Space Program: Breaking Ground Expansion! Happy launchings! P.S.: Click here to see the full High-Res screenshot album.
  2. This guide is based around the propeller parts - specifically, variable pitch propellers. In @Brikoleur's guide to helicopters, he recommended using servos to change the pitch of the rotors, therefore changing the lift and allowing the helicopter to change vertical speed. The new propellers have built in servos. However I have found them a little hard to understand, so I created this guide. Here is the craft we will be using: The Lux aircraft is not a very good plane, but it is simple. It has 2 counter-rotating propellers. You can make planes with 1 propeller, but the torque from the propeller will cause the aircraft to roll, which makes it hard to control and also sometimes causes the wings to hit the ground and explode. Either you can use two rotors as I have done, which allows this plane to get up to 200m/s, or you can use a freewheeling servo as described in Brikoleur's guide. My craft has been set up so that [ I ] and [ K ] change the authority limiter of the propellers, changing their pitch. Now let's look at the craft pre-launch. Here you can see the propeller blades. The blade is deployed, but the Authority Limiter is at 0. This means that the blade will be at the limiter I set. At the moment, it is 0 - the propeller is perpendicular to how it will rotate. It will therefore cause no lift, but lots of drag. The throttle is also at 0. As I used Axis Groups to tie the turboshaft engines to the throttle, the propellers are not rotating. You can see that as the propellers rotate, they are producing only drag. This is because they are perpendicular to rotation. However, when I press [K]... While the propellers are not yet in the optimum position, they have rotated a lot. They are producing little drag, and the yellow and purple lines (representing lift) are long. (You cannot see the yellow lines from the rear propellers as they are inside the body). This lift moves the plane forwards. The plane is accelerating slowly as the propellers are not in the optimum position, however it can get up to 100m/s in around ten seconds as this particular plane is very light for the number of engines. I have now rotated the propellors into (currently) optimum position. There is little drag and a lot of lift. You can see here that the lift has decreased. This always happens - I think it is because we are reaching the limit of the props deployed as they are. You can also see that the red drag lines have increased in length as I rotate the blades. There is a balance to be struck between lift and drag, which determines the speed of the aircraft. Often (but not always) decreasing the Authority Limiter will increase speed and drag. There are a few different (and annoying) things which can happen with your aircraft when flying. Firstly, the propellers can rotate past 90 degrees, and cause increased drag (like at authority 0) or even for the plane to start flying backwards. Secondly, the lift from different rotors can cancel each other out if you set the axis groups wrong. Finally, it is very difficult to set the propellers exactly and this can mean that your plane has some unwanted behaviour. However, there are advantages to propeller planes. Without a specialised engine like the Wheesley, you can reverse thrust and land quickly. As well as this, the engines are very efficient, and even the electric motors do not draw much power. Finally, they are the fastest (if not the cheapest) option for exploring Eve, Duna and any other modded planets (such as Tekto in OPM) with a non-oxygen atmosphere. I hope this guide is useful and allows some more people to build their own propeller aircraft. Please do not copy the above aircraft, as it is not very stable and a pain to land. Copy this much better aircraft instead! Link to KerbalX.
  3. One of the things I want as a difficulty option is for the robotic parts to not wobble, or maybe have a slider that controls how strong the joints are, and have locking joints eliminate all wobble. I've got 2 craft that suffer particularly from this problem: a GLaDOS replica, a little robotic rover with a little head and a mech with a rather primitive run cycle. GLaDOS and the rover sometimes end up headbutting the terrain if I drive them too fast and the mech can't support itself and ends up doing the splits on the floor. I've never used infernal robotics, but from the stability of some of the craft built using it, it appears people have a better time controlling craft that use the IR joints, while craft that use the official joints are floppier. What do you think?
  4. All of the DLC parts eventually drift away from their attachment point if they are ever used. Items on the ends of pistons randomly drifting off of end, Rotors separating and floating meters away from the ship. Hinges sliding away from there attachment points.
  5. So its been out offically for 1 year. The DLC of Making History. Besides Using The DLC parts, why does almost no one use making history for making missions now? Is it not good enough, or does it have too many problems?
  6. [Edit: For the updated stand-alone version of this tutorial, go here] So I started off getting my video recording & editing software back so I could make an animated GIF for reddit to showcase my robotics powered rover deployment system. But of course I ended up remembered how much fun doing videos can be, and wanted to share the method I found that took my programming time from 3+ hours to less than 1, so the 6+ hours I'd spent programming the arm & doing a comedy showcase GIF ended up spiraling into another 8+ hour editing session. I think it's my most polished video thus far; spent sooo much time working on the timing and ironically half way through editing I realised that if I used THE SAME METHOD that worked so well for the robotics programming I'd be done already. It was nice though, got the last bit done far faster ^^ Well, enjoy, I hope it is useful!
  7. Intro: So hear me out. The best way to get people back in the game is to make something new. Although I'm loving that they are making mods like infernal robotics a supported function of the game, it doesn't change the fact that a lot of us have been using those features for years. Same with the deployable experiments. everything added since the late stages of early access have been mods with the exception of their first dlc (which felt more like a groundwork than an actual feature in my book). With that said, there is one area of the content market that hasn't been touched, career mode and science mode. Besides for the rearrangement of the tec tree and the addition of a few new missions here and there, not much has changed. I've also thought the way these features have been implemented seemed a little shallow. What I want to suggest is a new overhaul for these two modes. The first part of this is looking at how it works in the real world. Science: (Continuing the comment the next day. Thought I would post it up here to avoid confusion) Problems with science: In real life, there isn't the direct correlation seen in ksp between science as we see it in the game and the advancements made in technology. The relationship in real life is 90% of the time closer to finding new problems we have to solve. This is never a problem in ksp because we are given all the information about all the star, all the planets and everything in between. what is the point of bringing a barometer to a planet where you already know everything about its atmosphere? In the real world, we had tests to see if space was a vacuum, we had to run many tests to see if we could pressurize a capsule, and we had little idea about any of the stuff we know until we sent something there to test it (Think about our recent visit of Pluto). Problems with technological advancements: The other problem with how career mode/science mode was made was almost systemic. I feel like what was implemented wasn't there original gameplan. I've come to this conclusion because of how little their parts actually fit into the tec tree idea they have implemented. The tec in the game was not designed to go into a tec tree. For the most part, the "tec level" is based on the size of a part and not actually how much knowledge was needed to build it. What I want to see is the implementation of iterative designs. My solution: Basically, you start out with a lot of junk parts. These parts look bad, don't work well, probably fail in environments outside of Kerbin sea level, and for good measure, have a base fail chance. Along with taking missions to study your solar system (of which you know nothing about), you would also take missions from your science team to help them improve your parts. unlike the test missions given off now. These missions would give you credits towards upgrading our parts. Along with these missions to give you credits. there would be general things like allowing engines to work in a vacuum, water, restart, throttle, etc. (All things we had to learn, and are still learning, in the field). This science would be collected by doing things like the barometric test and temperature tests we see in KSP today. A good way to think of this is the first capsule ou send to space should always be empty. It needs to be tested first. Without things like this, this game is missing out on some of the best parts of our job in exploring the world and beyond! Career: Problems with Career & the suggested improvements: The main problem with the career is how lightweight it really is. There is very little to it, and it's hard to actually mess up. This is fine for some, but I think a lot of us were originally hoping for a bit more. A lot of what makes career modes great is the management. You need to be able to see your expenses and take risks. Squad tried to implement this before launch with that one building no one ever clicks on but it really doesn't work that well. a career mode should revolve around time and funds managment. You should see how much it costs to maintain a team of engineers as well as how long it takes to build a rocket. An alarm clock and construction time should be implemented. You should be able to speed up the construction of a craft with part failure chance going up. you should be able to fire staff to lower your costs and hire them as needed. There should be a monthly/yearly expense report. These features would go a long way to making career mode a better mode. A few more ideas would be including things like kerbal konstructs, allowing you to spend money to build more launch pads as well as just more infrastructure. I don't like that particular mod too much because of how messy it looks but a lighter version of it could go a long way. The main point I would say is to look at a game like X-COM. It has a solid management system that would work beautifully in a game like KSP. even the kerbal upgrade sstem could be improved along the same lines.
  8. Had a contract pop up to test an engine at the launch pad, seems to be a part in the DLC pack as it’s not present in the game I have, even in sandbox mode. anyone else had this?
  9. Ever since making history's release date was revealed i have been wondering if it is coming to KSP: Enhanced Edition. Is there any one that could answer this? Thanks! Oh i also heard that you can get a cheat menu In Enhanced Edition, does this exist and if so how do you get it open?
  10. I had an idea and want to suggest it: a DLC similar to Making History, but instead of the past of spaceflight, the future of spaceflight. It would have parts themed after upcoming rockets in the future, and would add parts that also are in use today, such as proper landing legs for rockets.
  11. So as someone that's not generally fond of the way the gaming industry has been going I'm a bit surprised to be saying this but, has there been any talk I've missed on another KSP expansion? KSP is one of the few games I'd consider making a exception on most of my DLC related rules for.
  12. Original tutorial on my website: https://goo.gl/iKnDfp Graphic Mods: SVE forum: https://goo.gl/cn1JwC SVE download link: https://goo.gl/Qpd3Bi SVE Textures: https://goo.gl/hJkXEx EVE Download: https://goo.gl/a4NPTM Scatterer: https://goo.gl/Jb9vGg Kopernicus: https://goo.gl/3CCizu SVT (planet textures): https://goo.gl/g5CgZv SVT Comparison: https://goo.gl/6riT8W Stock Part Revamp (better part textures): https://goo.gl/JCDmZQ Stock Part Revamp comparison photos: https://goo.gl/btPr3b Real Plume: https://goo.gl/XbjjPS Smoke Screen: https://goo.gl/SiHBEU Raster Prop Monitor: https://goo.gl/omVt5V Texture Replacer: https://goo.gl/dLNu4V Skybox (download from dropbox): https://goo.gl/dzGmaE Other skybox (not used in video): https://goo.gl/hMRjZY Galileo's Sun Flares: https://goo.gl/fu9eV5 Installation: First of all you have to open up KSP installation directory. To do it open up steam, right click to kerbal space program, properties, local file and browse local files. I highly recommending you to make clean ksp installation just for this purpose. And all downloaded mods you will be putting into GameData folder. (Default KSP location is: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData) So let’s start by downloading first mod called scatterer which will add some awesome looking fog, reflection of water with waves and much more. So if you have it downloaded you will now need something which can work with archives, for example WinRAR or 7-Zip. So open up that downloaded scatter file and copy inside of a folder gamedata into KSP gamedata directory. Scatterer: https://goo.gl/Jb9vGg Next up will be mod SVE or Stock Visual Enhancements. So download the base mod also with textures. From SVE textures you can choose between high, medium and low resolution textures but I will use high resolution. SVE forum: https://goo.gl/cn1JwC SVE download link: https://goo.gl/Qpd3Bi SVE Textures: https://goo.gl/hJkXEx Then you will also need to download EVE or Environmental Visual Enhancements but do not download configs. There are config files already in scatterer so if you will download and use both you will end up with overlaying textures and very bad performance. But if you will don’t have any clouds after I will show you all these steps you can try downloading EVE with configs. It may fix the clouds in some cases. EVE Download: https://goo.gl/a4NPTM So let’s install these mods. First one will be EVE, again open it up and extract its content inside the KSP gamedata directory. Do the same thing for SVE and SVE textures. Next mod will be Texture Replacer which was surprisingly updated and we will be using it for changing the skybox. So download it from GitHub then open it up and extract it into KSP gamedata directory. Texture Replacer: https://goo.gl/dLNu4V For that better skybox I will be using Rareden’s real 8k skybox. You can download it from dropbox also link will be in the video description. If you want to use different skybox you can but you need .jpg or .png file types. From what I know texture replacer will not work with for example, .dds files. There is also another skybox mod available but as I said it was not working for me, but you can give it a shot. To install it copy all photos inside the texture replacer/default folder. Skybox (download from dropbox): https://goo.gl/dzGmaE Other skybox (not used in video): https://goo.gl/hMRjZY Next up we have Galileo’s Sun Flares which will make the Sun or in KSP Kerbol looks much better and you will also have that nice realistic lens flare effect. To download it you can choose from a lot of different colors. And then just extract it into gamedata directory as every other mod. Galileo's Sun Flares: https://goo.gl/fu9eV5 Now let’s install mod Kopernicus which is for modifying planet textures and other stuff. Again download it and then extract everything to gamedata directory. Kopernicus: https://goo.gl/3CCizu To install better planet or terrain textures download SVT or Stock Visual Terrain and extract it inside the gamedata folder. SVT (planet textures): https://goo.gl/g5CgZv SVT Comparison: https://goo.gl/6riT8W Now if you want some realistic engine effects, you can install mod Real Plume along with Smoke Screen. But the new KSP 1.4 with updated unity particles is already very good. So it is optional if you want to use it. But to install it download the latest real plume and smoke screen. And extract everything from Smoke Screen to gamedata directory but from Real Plume extract only Real Plume and Real Plume-Stock, do not extract smoke creen from real plume because it is outdated. Real Plume: https://goo.gl/XbjjPS Smoke Screen: https://goo.gl/SiHBEU Another mod called Raster Prop Monitor will make cockpits look much better and it will add functional displays. Installation is again the same. Extract JSI folder to gamedata directory. Raster Prop Monitor: https://goo.gl/omVt5V To improve stock part textures, you can use this quite old mod called Stock part revamp and surprisingly version for ksp 1.2 it is working totally fine even on 1.4.1. So download it and now pay attention because from my old videos I know that this mod was causing a lot of problems because it was not installed properly. So when you will download it inside stock revamp master folder is folder gamedata, ignore all other files and folders only one important is gamedata which you need to copy into KSP installation gamedata folder. And now you should be done with the installation. Stock Part Revamp (better part textures): https://goo.gl/JCDmZQ Stock Part Revamp comparison photos: https://goo.gl/btPr3b Now I like to launch KSP from launcher only for the first time to set graphic preset to maximum and then you must use 64bit ksp launcher called KSP x64 located in the installation folder or you can just use steam and select 64bit version during the launch. If you will don’t use 64-bit version game will be probably crashing or it will don’t work at all. If you did everything correctly now you should have awesome looking kerbal space program. I want to mention that all new parts even from DLC are working totally fine so you can still change the color. Your Gamedata folder should look like this:
  13. A couple of months ago, I made a DLC poll; this is part two for more clarification.
  14. This is a poll for your opinion on the new DLC
  15. Story: Jeb forgot his Key Card for the KSC (again!) and Gene is about to fire him! Get Jeb's Key Card from the Island Runway and hurry back to the VAB Roof. Summary: - fly to the island runway - land - get out and pick up your Key card - fly back to KSC - parachute onto the VAB roof and run to the door sounds easy? true but HOW FAST CAN YOU DO IT? Can you do it in less than 3 minutes? DOWNLOAD v1.1: <HERE> CHANGELOG: 1.1 - you have to EVA and get close to CoolCat Kerman on the Island Runway now (getting close within a craft isn't enough anymore) - Kerbal Recovery removed as endgoal - parachute to VAB roof door as endgoal added
  16. I post this in case anyone else ran into this problem and have been pulling out their hair over it. If you ever make the mistake of trying to remove a node by dragging it off the edge of the screen back to the left panel (because your instincts have been trained to do this by the VAB editor's way to remove a part), if you aren't careful it can hide the node very far off-screen where you think it's been deleted but it hasn't. It's still present and affecting your mission graph but not being drawn where you can see it. I did this ages ago to remove a node, but it was still there. So I had a hidden "always true, catch-all" node painted at coordinate(-5994.02539, 202.246094). That's several screenfulls of width past the left of the screen. No matter how far out I zoom, or how I pan the view, it never allows me to pan far enough to the left to see it, so I was ignorant of its existence. Since it was the reason the rest of my mission didn't work, being unaware that it exists made it impossible to diagnose anything. I finally got suspicious when the mission status during runtime kept saying I was on the node called "Always True", when I no longer had any nodes called "Always True", having given all my nodes more descriptive names, not the default names. Then I saw where it said I had 32 nodes in the mission loading screen, and I counted carefully, and every count I did by hand showed only 31 nodes, not 32. Finally I looked at the actual text file "persistent.mission" and only by doing that was I finally able to see the extra node that wasn't drawing in the editor.
  17. I've heard there are some of cool new parts, and there is the really cool mission maker (which i am extremely interested in). But is it worth $14.99? I have $20 in steam money and was wondering if this at all would be worth it. Heck, is it even good? Would it even be worth picking it up at a steam sale?
  18. So I learned that the Making History dlc just came out and I was wondering if or when this will come out for consoles. For people that are going to say “get a pc” “or why don’t you buy a pc?”. I had a pc but it not functional anymore and I do not want to spend over $1000 to get a computer that works as good as my Xbox one x. So all I’m asking is will this be out for consoles.
  19. Hello, the separating of the FLC-1000 fuel tank from making history. For those of you who don't know, the fuel tank looks like the Soyuz Side booster. When I separate the tank (any decoupler, 0% force) it spins a little. to confirm this, I set up just a random craft with 1 attached with a decoupler with it's force to 0% and cheated it into orbit. I separated them and sure enough, it spins. I found out why. The COM for it is wayyyy of center. Is there any way to fix this? Let me know if there is.
  20. I've been playing ksp for about half a year now (and i am still horrible at the game) and i am thinking of getting the Making History DLC, mainly to replicate the Saturn V rocket as it has a special place in my heart) but. is it really worth it? All though its only 15$ , i don't want to buy something that isn't that useful.
  21. Yesterday, I did find the time to eventually try out the new parts that came with the DLC and I must say that really like the new soyuz russian style pods. Best thing is that there's now a 2 crew pod available (through DLC). So I am curious - do you use the new DLC parts along with stock in your latest creations or do you go for stock-only parts, even with DLC installed?
  22. Title. The mainsail has almost the same thrust at sea level as the mastodon but the mainsail also has far better max isp in vacuum so the mastodon is redundant both as a launch engine and as an orbital engine. The mastodon should really have a higher thrust ( thrust in the middle of the min and maxthrust for the mainsail (around 1400?) would be better then it's got a niche as a more powerful launch engine than the mainsail but with less efficiency) , it's supposed to be a launch engine, at the moment there is no point using it at all except for aesthetic purposes. Also I should add the skiff is pretty weak in terms of thrust too, I made a saturn v replica and the S-II and S-IVB stages with a full tanks of accurate size had terrible thrust to weight ratios, something like 0.3 which is useless for an upper stage in the atmosphere. It should probably have twice as much thrust as a swivel for what it is, it's a 2.5 m engine.
  23. An open letter to Take Two Interactive: New York, we have a problem. Before I get in to that, just a little bit about myself; I’ve been a professional software developer and IT consultant for over 30 years. In my career, I’ve read hundreds of EULA’s, often on behalf of my clients. I have even written three or four of them, and many more Software Development Agreements (specifically the sections covering what the software will and won’t do and what our responsibilities were if it fails). Our company lawyer once actually told me, “If you ever get tired writing software, you could always get a job writing tort.” So I believe that I am at least as capable as the average layman of interpreting a software license agreement. Now, given that KSP is stand-alone computer game that uses no network access much less Internet access, has no online player ranking system, has no in-game online access of any kind, has no e-commerce system (virtual or otherwise) and involves absolutely no personal information of any kind, and given the broadest interpretation of the Terms of your EULA and its accompanying Privacy Policy, this is nothing less than a License Agreement for spyware. These two paragraphs are especially troubling: “… you consent to the information collection and usage terms set forth in this section and Licensor's Privacy Policy, including (where applicable) (i) the transfer of any personal information and other information to Licensor, its affiliates, vendors, and business partners, and to certain other third parties, such as governmental authorities, in the U.S. and other countries located outside Europe or your home country, including countries that may have lower standards of privacy protection; (ii) the public display of your data, … (iii) the sharing of your gameplay data with hardware manufacturers, platform hosts, and Licensor's marketing partners; and (iv) other uses and disclosures of your personal information or other information as specified in the above-referenced Privacy Policy, as amended from time to time….” And from the above-referenced Privacy Policy: “…the information we collect may include personal information such as your first and/or last name, e-mail address, phone number, photo, mailing address, geolocation, or payment information. In addition, we may collect your age, gender, date of birth, zip code, hardware configuration, console ID, software products played, survey data, purchases, IP address and the systems you have played on. We may combine the information with your personal information and across other computers or devices that you may use.“ Starting at the top; “…governmental authorities, in … other countries … that may have lower standards of privacy protection…” Excuse me? Why?! You’re a New York company. Under what circumstances are you sharing our personal information with foreign governments? Not as surprising, although equally unacceptable is selling all our personal information to unnamed “marketing partners.” And the ridiculously overbroad “other uses … as amended from time to time.” Taken at its broadest interpretation that means you literally can anything you want, any time you want. Please. And while we’re on the topic of overbroad requests; you may “collect” my “photo?” It doesn’t say photos I submit to you, or photos I upload somehow, it just says photo. There are a lot of photos on my computer. Taken at its broadest interpretation this means you can crawl my hard drive looking for photos and then taking them. “…[P]ayment information… software products played, survey data, purchases…” again overbroad, it doesn’t say payments I make to you, your software products played, your survey data, or even your purchases. Taken at its broadest interpretation that means you can spy on the purchases I make from Amazon, record them, along with my payment information (and then sell that a foreign government). It’s ludicrous. It has been argued that this a just single EULA for the entire wide array of your products, and that the clearly offensive sections simply don’t apply to us KSP players. Perhaps. But I ask; Would you sign an agreement with your gardener that gave him access to your bank account, because in his other job, he’s an accountant? And he just uses the same contract for everybody? (“Oh, that part doesn’t apply to you, just sign here, and also I’ll need your account number.”) I don’t think so. Now do I actually believe that Take Two Interactive is just a front for foreign mobsters installing spyware on everyone’s computer? No. Well, not completely. At least not yet. I do think your lawyers have gone way too far, and crafted a license agreement that is way over-vague, way over-balanced in your favor, and does give you permission to install spyware. They may have done so assuming we don’t read these things or know what they mean, or that we’ll sign anything. They were wrong. I do know that there are companies in the world that do install spyware. And there is a far fewer number of companies that have at least an allegedly legitimate reason for wanting that kind of information. Facebook, I believe has a “feature” where they will announce everything you buy for you. I have no idea why anyone would do that. And I (and I believe a lot of people) not use facebook because it is an invasion of privacy. KSP is not Facebook (thankfully), and my gardener is not my accountant. Therefore: I do not believe I am being unreasonable, and I do believe I speak for a very large segment of the KSP community, when I say: This license agreement must be changed. Your EULA even says it can be changed at any time, so change it now. At the very least you need to go through and add some prepositional phases, footnotes, lists of which of your products apply to which paragraphs, something. Specify which photos and purchases you are referring to, under what conditions you will give our personal information to foreign governments (?!). Even better would be to simply make another version of the EULA in which you have removed anything that doesn’t apply to a stand-alone game like KSP. (Like the two above paragraphs, in their entirety.) I say it must be changed because I believe not changing the EULA would be a tacit admission by Take Two that all of our worst fears are true. It would be an admission that even if the current build of KSP doesn’t contain spyware, you do intend to put it in there at some point. There is simply no other logical reason not to change this agreement. And let me say here that no reassurances from company spokesmen will do, we need this addressed in that EULA. So please let’s fix this little dustup before it becomes a full-blown kerfuffle. Assuming you are not an evil company intent on installing spyware, just please make that clear in the EULA. We don’t want this to turn into the Star-Wars-Pay-To-Play-Luke-Skywalker fiasco. We don’t want half the KSP community on social media screaming #KSP=Spyware! Do we? So please let just fix this. How about this: You give us a KSP EULA that isn’t a license for spyware, and I’ll buy every last bit of DLC you ever produce. Deal? (and I think I speak for a large section of the community when I say that, too) Sincerely , Brainlord Mesomorph KSP Player and Enthusiast (from version 0.23 to 1.31, anyway) To the Community: If you agree with me here, please LIKE this post.
  24. So I've been playing around with the mission builder. It's been alright though I'd be lying if I didn't say there were some issues. Here are my thoughts. Asteroid Redirection: You can spawn asteroids with the Spawn Asteroid node. However, once you've spawned them you can't really do anything with them. There's no way to require a ship to dock with them (they don't technically count as vessels), there's no "grab object" node, there's no "move asteroid to x orbit" node. This is really disappointing since a very specific Asteroid Redirect Mission was the first thing I attempted in the mission builder after getting my bearings. "Dialog" Boxes: First of all, a nitpick: "PR Kerman" should be "Walt Kerman." Second, it would be nice to have the dialog box show an astronaut of any of the four space suits (Veteran/Normal, Vintage/Normal) of any gender. Or a tourist. Or female scientists and engineers. Third, and most important: it's not really a "dialogue" if there's just a rant from a single Kerbal and then a single "OK" button to close the box. There should be multiple dialogue choices that the mission player can choose that might affect the rest of the mission. Solar Orbit: Without using maneuver nodes (and even then it's finicky), it is impossible to set high orbits above the Sun for spacecrafts, space stations, and asteroids. The maximum distance allowed by the semimajoraxis slider and number box is below the orbit of Moho, something like 0.002 AU. This makes conventional ARM or some deep space rescue mission very difficult to set up. You can not zoom out enough to set this up either, and children bodies (planets around stars or moons around planets) are not plotted in the graphic action plane. Glimmeroids are supposed to be called "Magic Boulders," as their implementation in 1.1 or so was a callback to an old easter egg of the same name. Also, there should be more types of asteroid than just the one gray texture, there is at least one more reddish-brown texture. There are a lot of problems with the default historical missions. At this point though I'm not sure how much of it is just based upon lack of polish and gameplay testing for the missions and how much of it is fundamental limitations of the editor. Misspelled or awkward text, reverse completion order, *precious loads of goo*, and so on. Why not let the player choose to launch as many vessels as they want for the mission as an option? If you wanted to use the Mission Builder for, say, the Jool Five Challenge, it would be unreasonable not to allow orbital assembly. On a similar note, the player should be able to optionally choose the name of the ship. Wernher (shouldn't it be Gene, the Mission Control guy?) von Kerman in the Mission Builder tutorial alludes to a third tutorial which seems to be missing. Now that we have this sort of programmable mission building u.i., maybe we can have scratch-style programmable flight computers for space probes? Why partition it off from sandbox and career mode? It would be amazing to have missions come in through the mission control center that you would get funds and reputation for. Or even as a way of planning out missions in sandbox and career. You could add a setting to the mission builder that disables universe-scale changes like funds, universal time, etc and marks it as a "Career Mode Mission." The vessel part explosions and failures could be an interesting hard mode setting for sandbox--as long as it's optional! Buying new launch sites on Kerbin would also be an interesting mechanic for career mode. You could spend funds to update them through each of the launchpad levels. EDIT: THE NEXT DAY: There is no way to display dialogue boxes of information in the VAB or SPH, which may be where you need exposition delivered through witty one-liners the most! The mission builder has so much potential to be great. But it isn't quite there yet. It's mostly functional, it's decent, but it's not great. Some of the features I've suggested are pretty major things that would classify as "updates" to the whole Making History DLC (or even future KSP DLC or Updates), but some of them are more like what you could put in a Making History fix patch, like the asteroid redirect mission and higher solar orbits. The main failing of the Mission Builder is that its limitations seem to come from a lack of imagination of what this system could do and what mission authors may want players to do. Also, a few thoughts on the new parts: The center of mass for many of the new pods is far too low. For the spherical pods and the MEM it looks like the COM is near the bottom attachment point. If your reasoning for the spherical pods is "well it's to keep it pointed the right way during reentry" then that's the wrong answer--that's the point of conical pods. The MEM would need to be completely filled with fuel to hold the amount of fuel that it does. Many pod IVAs have the ability to double click on windows to get a closer view of the window. This feature is absent in the new pods. It's not the end of the world, except for the MEM. The way the real Lunar Module was designed, the astronaut had to lean right up against the little window. In order for the MEM IVA to be usable for internal-view flight, you need to set up the double-click window setting so that you can look closely. This should also be enabled for the windows on the Gemini-like pod and the Mk1-3. No soyuz spacecraft parts? There is a part model switching feature now. Why not use it to keep the old parts in the game (neither removing them entirely nor keeping them hidden away), since some people (myself included) prefer them to the new ones?
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