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Uburian

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Posts posted by Uburian

  1. 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?

  2. 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.

  3. @Uburian - I intentionally deactivate all core EL parts by design other than the survey stakes. I replace those with my own parts. That's pretty much it, core EL is not modified in any other way. But since MKS/OKS has alternate tanks, an alternate workflow, and alternate launchers, there's no need for the other bits.

    There are three bits that are being finished up (looking to have you folks a Christmas release)

    - The MKS C3 will act as a survey station.

    - I just finished up the orbital launchpad analogue

    - I have a recycler model, but it will not make it in this patch

    Also for the thread in general - please move any questions asking about EL->MKS integration over to the MKS thread since I want to avoid causing Taniwha support issues if at all possible :)

    Thanks a lot for the clarification, Rover Dude :)

  4. First of all, taniwha, thanks for your amazing work :D

    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

  5. It might mistake the HX-HDP for a SABRE/RAPIER or similar, it uses the same engine module those use though it switches between a chemical rocket and something between an Ion engine and NERVA, uses LF+Oxi still but also needs electrical power. KSPi might confuse it for a jet.

    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.

  6. Apparently nobody else has reported this yet, so...

    http://i.imgur.com/cALguau.png

    Whenever I click a procedural fairing base to spawn it, it creates those green balls, but leaves clones of them behind the parts menu. This seems to have no noticeable effect on performance or on flight physics, but uh... it sure is weird. Anyone else seen this happen?

    Yes, I am using Windows 64-bit.

    I can confirm that i'm having this issue too. 32bit.

  7. The Kerbin surface radiation level isn't fixed, it varies depending upon the uranium and thorium concentration in the area. 200msv/yr is about the maximum you'll see on Kerbin and 1-2 is probably the minimum.

    When Kerbals receive more than an equivalent 50msv/yr the dose will build up but should they return to a safer area they'll start to run down their accumulated dose.

    I'm still not putting in actual consequences yet, it's all just extra information for now.

    Thanks a lot for the info Fractal :)

  8. - Support for persisting Kerbal total radiation exposure (FractUK)

    - Added radiation hardening to crew modules. (FractalUK)

    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 :)

  9. I have been creating my own vehicles too, but they are still work in progress :)

    Raven gunship airship:

    8DmlAdO.jpg

    Armed with twin anti ground cannons and a defensive anti air turret.

    Tempest airship:

    kUrNB1B.jpg

    GsZjHnA.jpg

    Can be armed with bombs or missiles.

    Condor aircraft carrier airship:

    LavYBaQ.jpg

    IQcbiVb.jpg

    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:

    fZ86DSP.jpg

    bP8b1e6.jpg

    WThbQdx.jpg

    Simple and easy to use multirole combat aircraft. Armed with twin 50. machine guns, and twin small bombs.

    Thanks InfiniteDice for this amazing mod :D

  10. 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 :)

  11. The pod might be very picky on where it's placed. If you see my included tank craft it doesn't have issues as far as I know. I've mounted these on aircraft and spacecraft as well... I'll keep my eyes open for someone else having the problem and try to figure out what it could be. Off the top of my head, it could be a clipping issue, try to space the pod out further from the body, perhaps with a small truss box, see if that changes anything.

    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).

  12. 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).

    mtWiUgz.jpg

    eueiaqK.jpg

    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 :D Thanks for creating this amazing mod InfiniteDice.

  13. I'm strongly convinced that the rest of Kerbal society continues to live their lives out in massive underground automated cities. Their every want is taken care of by highly advanced robotics, and they live their lives in a purely arts and culture environment. Freed of the needs of manufacturing and further science, Kerbals have grown uneducated over the centuries, forgetting their past, and only now a small collection of bored youth are rediscovering science and trying to explore the universe.

    Just think of what elementary school kids could do with an unlimited budget and vague hints of NASA?

    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.

  14. Hello Fractal. This mod is awesome, and i really think that it gives the game something really interesting to do :D

    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 :)

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