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cantab

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Everything posted by cantab

  1. Those numbers were both in error. My own last post was valid, so I'm taking one off and 9.
  2. Squad's licensing cannot trump everything. The plugin/art may itself be based on another work that was not made to work with KSP specifically. If that work was CC-BY-SA, and if Squad's licensing were to prohibit a KSP video being released under CC-BY-SA (which I very much doubt), then my understanding is a KSP video featuring that art could not be distributed at all without negotiating other permission, since any distribution would be in breach of one or other license. If you have your video "monetised" - Youtube is running ads and sharing revenue with you - there's the commercial aspect. If you solicit donations, have a Patreon, or similar, there may be the commercial aspect.Basically my original point was that "commercial" doesn't merely mean distributing the mod for money, it's far wider than that.
  3. A model and texture released under CC-BY-NC-SA are not a program though. A plugin would be and so the NC licensing might not cause the issue I raised, though any user-interface of the plugin may fall under its copyright.
  4. In the case of a plugin I do not believe that would be the case - the output of a GPLed program is not GPLed. In the case of models and textures licensed under the GPL it's less clear, but the GPL is not recommended for that use anyway. A mod author may make it clear by adding a specific exception to the GPL. (According to the FSF KSP plugin mods may require a GPL exception to be valid for users to use with KSP. I can only see this being an issue if the KSP plugin itself uses code from another developer under the GPL. Perhaps the LGPL would be a better choice for KSP mods.) In the case of models and textures licensed under CC-BY-SA, yes somebody may argue that the gameplay video is CC-BY-SA also. However that never affected the video maker in making and publishing the video in the first place. /notalawyer
  5. This all applies in normal operation. The launch in Martian was emphatically not normal operation. If that launch failed, NASA's expectation was that somebody was definitely going to die. I feel confident saying that in that kind of situation Range Safety would not be pushing the destruct button unless not doing so would definitely kill someone else.
  6. The Creative Commons licenses are clear: no additional restrictions. If you start trying to impose other terms you are no longer using a CC license and you should not claim you are. You may make your own license that's based on a CC one since the license texts are themselves in the public domain, however CC's trademark policy requires you remove all mentions of "Creative Commons" from your license in that case. On a sidenote, my belief is that applying a "Non-Commercial" licenses to a KSP mod prohibits a major Youtuber or Twitch streamer - basically anyone who makes money from KSP videos, even if it's only a few dollars a month - from showing that mod without seeking separate permission of the mod author. Is that really what KSP modders want? Are mod authors really negotiating with the likes of Scott Manley and DasValdez for a slice of the revenues? Somehow I doubt it.
  7. I have a very similar system - overclocked Phenom II X3 710, GTX 750 Ti, 4 GB of RAM. While I do get lag especially with KSP releases since 1.0 it's nowhere near that bad. To drive things down to 4 fps it takes the 600-part CPU torture rocket. Mods can certainly ruin the framerate - and it can even change with new versions of the same mod. Game settings can also matter, try cranking everything to the minimum and make sure you disable V-Sync. If you're trying to play at 4K or similar resolution on a 750 Ti that could be your problem.
  8. KSP keeps the following files and folders for each save: persistent.sfs is the main file. This is loaded when you open the save. It is written to when you see the game autosaving, when you quit to main menu, and when you use quickload. quicksave.sfs is the quicksave file. This is loaded when you quickload by holding down F9, and written to when you quicksave by holding down F5. Warning: This means that whenever you load a quicksave all progress since making that quicksave is deleted. If that quicksave was three months ago, you just deleted three months of flying work. I advise including your KSP folder in your normal backups - and if you don't have normal backups I suggest setting some up this weekend. I use SpiderOak and have it check for changes every 30 minutes, and I've needed to restore KSP saves from those backups more than once. other .sfs files are loaded through a menu by pressing Mod+F9. (Mod is Alt on Windows, RShift on Linux, and something else on Mac). They are saved when you do a named quicksave by pressing Mod+F5, or by certain mods. The Ships folder contains craft files. These are the craft you load and save in the VAB/SPH and launch from the pad/runway. The Subassemblies folder contains subassemblies. This feature is available under the "advanced mode" in the VAB/SPH, click the arrow above the part list.
  9. ROUND I dunno I lost count, Team Minus, FIGHT! 12
  10. My first spaceplane to orbit with the new FAR Only just made it, had to use a little RCS (I started with 36 units), but hey, orbit is orbit. Now I reckon if I lengthen the fuselage I'll be able to get to orbit with some delta-V to be useful.
  11. I'm also encountering nonsense values. FAR is installed along with a few others but the parts are stock. I get CoM and DCoM in different places on a ship with all fuel tanks fully drained. I've yet to be able to reliably reproduce the issue.
  12. RCS Build Aid is acting up, I thought I'd stop by and do a quick minus here. 6
  13. OK, so I might have got positive and negative mixed up for a moment. But this time I'm subtracting one and I know the answer is 6 though I feel filthy, unclean, sinful, that there is not the one true symbol before that number.
  14. When the tower collapses, only the minus floors shall remain. -6
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