Uburian
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[1.2.2-1.9.x] Contract Pack: Exploration Plus 2.0.1 (24/05/2020)
Uburian replied to severedsolo's topic in KSP1 Mod Releases
Perhaps this is an intended behavior of the mod, but i have encountered a problem with Manned Landing and Return mission generation. After I had completed the Mun contracts related to Flybying, Orbiting and Landing, the contracts for Manned Orbiting and Landing appeared. As I had no more contract space at the time, I was only able to choose the Mun Orbit and return contract, but after I had completed said contract the Manned Mun landing contract disappeared, never to be seen again. Is this an intended feature of the mod? The condition for the manned landing contracts stipulate that you have had to have landed on a celestial body but not returned from it. Perhaps completing the manned orbit and return contract invalidated the manned landing one?- 134 replies
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- contract configurator
- contract pack
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The unfortunate truth is that there is not such a thing as corporate ethics, and that is something that applies to practically every type of business, from the smallest family companies to the largest mega-corporations. Corporations are abstract organizational entities created with the sole propose of making a profit from their endeavours, while keeping said endeavours within the limits stablished by law as much as they can. Everything else is secondary to them, even if they pretend that it is not. It is the people within a corporation that have empathy, morals and a sense of ethics, just like most other human beings, but like everyone else, the further you are distanced from the immediate impacts of your actions, the less empathy you feel for those your actions affect. This means that, usually, smaller business that only operate on a local area have much higher (relative) empathy and ethical standards than larger corporations, mostly because those who are in charge of them can feel the impact of their decisions (both inside and outside the company) more directly. For a large corporation like TTI that operates on a multidisciplinary international range, that has thousands of employees and is directed by a small number of executives and shareholders, empathy and ethics are little more than an afterthought. –Those who call the shots (Shareholders, CEOS and top executives) are focused on their personal lives and families, not in the millions of persons their actions affect (they can not sense what they feel, after all). For them, ordering a hostile takeover or green-lighting the reduction of a 5% of their workforce means that they will be able to enjoy an extra day or two with their families and/or loved ones in their favorite resort the next summer, or that they will finally will be able to buy the car they have been eyeing for some years. They don't think about the hundreds of lives their actions have ruined, simply because they can not feel them. Does that make them evil? –And those who work for a large company? They also worry about themselves and their close ones first, and then everyone else. They will do all they can do to keep their job and, if possible, get a better one, even if they have to jump ship to another company in expense of those who they worked with before. Are they evil for doing that, specially in times like this? –And where does the consumer fall in all of this? Is the consumer unethical for purchasing a product that has been, in some way, made on an unethical manner? Perhaps, but they are no more unethical than any other human trying to live in contemporary society. This same pattern applies to every human discipline, not just businesses, and the unfortunate truth is that it is a problem that can not be solved by boycotting, nor with policing (another enormous can of worms), but trough culture, art, self education and the encouragement of empathy, critical thinking and responsibility. Purchase KSP2 when it comes out if you wish, or don't if you want to. That wont change much, but it may give you some peace of mind. Just remember that basically almost every product or service you buy for your daily needs has also been created, to a smaller or larger degree, on an unethical way and for this problem to go away society has to evolve trough cultural and ethical emergence.
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Thanks a lot for the clarification, Rover Dude
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First of all, taniwha, thanks for your amazing work Now, i have an important notice to say regarding Extraplanetary launchpads and USI Kolonization Systems : Some hours ago i installed Extraplanetary launchpads on my 0.90 KSP install, only to discover that almost none of the mod's parts were available either on the research center, the VAB or the SPH. I explored the problem, and in the end i found the culprit: A configuration file in the USI kolonization System's mod folder was forbidding EPL's parts from being researchable. Then, i looked both in the USI KS and EPL threads for an official statement regarding the file, but i was unable to find one. This is the name of the file: EL_CONFIG.cfg Any idea of which one is the purpose of that file? USI KS seems to have its own ship building and launching system (a system based on EPL) but why would it deactivate EPL's parts while not containing the core mod by it's own? Thanks for your time EDIT: I found this note on USI KS 0.22.0 update: - Logistics Hub and the EL parts moved to Orbital Megastructures However, i have yet to find the Orbital Megastructures tech node
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B9 5-Broken Part-type switching
Uburian replied to randomness5555's topic in KSP1 Technical Support (PC, modded installs)
Do you have the full version of TweakScale installed? There is a confirmed incompatibility between Firespriter's multipart sistem and Tweakscale that causes the bug you describe. If you do have Tweakscale, you can remove the B9 configuration file on it's folder and that should fix the bug. Hope this helps -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Uburian replied to bac9's topic in KSP1 Mod Releases
If i remember correctly, that's a deliberate feature of interstellar, but doesn't play well with B9 engines. I think that there was a b9 config file inside the interestelar folder (at least in the previous versions), and if you remove it minimizes the overheating effects.- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Uburian replied to bac9's topic in KSP1 Mod Releases
Thanks a lot- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Uburian replied to bac9's topic in KSP1 Mod Releases
First of all, congratulations for this amazing release! Is there any way to fix the Tweakscale incompatibility? I use too many mods that have a dependence on it, but i would love to use B9 R5. Thanks in advance- 4,460 replies
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I can confirm that i'm having this issue too. 32bit.
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Could you please elaborate on how does this system work? I understand that different modules offer different protection against radiation, but what value does it take in consideration when providing said protection? In the previous interstellar version i barely got 2 mSv/yr at Kerbin surface, but now i got 224 mSv/yr, which is extreme for Kerbin's surface radiation level. Also, does the persistent radiation levels on kerbals reset after being recovered? Thanks in advance
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InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Uburian replied to InfiniteDice's topic in KSP1 Mod Releases
They are in the Pod tab -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Uburian replied to InfiniteDice's topic in KSP1 Mod Releases
I have been creating my own vehicles too, but they are still work in progress Raven gunship airship: Armed with twin anti ground cannons and a defensive anti air turret. Tempest airship: Can be armed with bombs or missiles. Condor aircraft carrier airship: Building this one was complicated. It is armed with 4 anti–ground/anti–ship battleship cannons and 2 anti air turrets. Max speed is 7.5 m/s. It can "land" almost anywhere thanks to the anchor system of KAS. I need to perfect the carrier functionality. Songbird class multirole combat aircraft: Simple and easy to use multirole combat aircraft. Armed with twin 50. machine guns, and twin small bombs. Thanks InfiniteDice for this amazing mod -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Uburian replied to InfiniteDice's topic in KSP1 Mod Releases
Bug report: The rotatory 14 inch turret almost loses it's rotation ability after a quiqload or ship load from the tracking station. I say almost because it still retains the ability to rotate, but more less at a 10% of the normal speed. I think that this is a bug exclusive to the 14 inch turret (the tank turret and the rotatory machine gun seem to be ok). Tested both with Stock KSP + Skillfull, and with a heavily moded KSP. Same results. I hope this helps -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Uburian replied to InfiniteDice's topic in KSP1 Mod Releases
I'm glad to help Now, it is time for airship combat! -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Uburian replied to InfiniteDice's topic in KSP1 Mod Releases
I have tested the problem further, and i have discovered that it only happens if i select the ordinance and load the pods on EVA. If you select the ordinance and load the missiles on the hangar (previously to the launch), the strange extra missile dosen't spawn (in that case you can rearm the missiles on EVA without problems too). -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Uburian replied to InfiniteDice's topic in KSP1 Mod Releases
Thanks a lot Snjo and Rc1062 -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Uburian replied to InfiniteDice's topic in KSP1 Mod Releases
Hello Infinite. I have tested your mod for some time and i have found some issues. I'll try to explain them as well as i can. First of all, i have tested the mod both with a stock KSP and a strongly moded KSP. The issues happen in both installs. The rocket pod mount has a serious issue: The rocket pod mount has a big issue. When you load the rockets on EVA an extra rocket spawns in middle of the air between the ship and the ground, or inside the ship's structure. This rocket seems to be linked to the ship and if you try to take off the ship starts to wobble and breaks apart. Also, when you load a missile pod, the parts on the ship change their position slightly ( idon't know if this bug is related to the other one). The rotatable turret controls don't work: In the turret control mode i can fire without problems, but the turret doesn't rotate at all. As it seems, both the 0, 5, 2 and . keys on the numberpad seem to be harcoded into KSP controls. 0 and . change between the staging and docking mode, and 5 and 2 control the camera. The blue IFF is missing: I haven't been able to find the blue IFF. I hope that you find this information useful Thanks for creating this amazing mod InfiniteDice. -
What do you think the rest of Kerbal society is doing?
Uburian replied to Moonfrog's topic in KSP1 Discussion
This is by far an amazing way to explain it. After all, the Kerbals are a type I civilization (as stated by the devs i think), and that definition fits perfectly a case in which a civilization, after gaining it's maximun planetary potential, enters a long and tortous state of decadency caused by the easy life offered by technology (why go to space if you have everything you need in your own planet), but finally a small and somewhat rebellious part of that civilization decides to venture into the stars. That's the Kerbal way. -
Hello Fractal. This mod is awesome, and i really think that it gives the game something really interesting to do Also, i have found a strange bug that i think that could be caused by the mod, and i think that i should explain it: I have launched a ship equipped with a lab, a nuclear reactor and a generator, and when i start to separate the intermediate stages of the ship the camera starts to go away from the main structure. It stays aligned to the ship itself, but it also starts to constantly go down and down. The only parts i was using on that ship where those parts from your mod and some from the B9 pack. I hope that you find this information helpful