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cpast

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Everything posted by cpast

  1. KSP uses Mono, not .NET, and library compatibility is no different between 32-bit and 64-bit for Windows. If a plugin relied on a Windows library, it would *already* be incompatible with Mac and Linux.
  2. Big site != good site. Curse is also one of the biggest mod sites around, from what I can tell. Ads: Without Adblock running, Nexus has 2 ads, which are both video. It also has a not-that-huge premium nagging static image. Curseforge has zero large ads, and a small premium nagging link; admittedly, the Curseforge home is mostly "advantages of hosting here, and how to start a project", and you need to click on the Projects link to get to the projects. That's not great for usability, but at least there are no Flash ads. Download: Nexus no longer seems to have a countdown timer. It still takes multiple times clicking "Download" links, with noticeable delays, at which point you are capped at 64 KB/s for the files. Curseforge: Click "Download", no delay, high speeds (by Firefox's estimate, over 2 orders of magnitude higher speeds than Nexus). Custom Biomes, downloaded from Nexus, took 27 seconds to download the 2 MB mod. Infernal Robotics, downloaded from Curse, took less than 1 second to download the 16.2 MB file. Curse.com is filled with ads, has download timers, all that bad stuff. This is true. But Squad worked out an arrangement with Curse where they can advertise the Curseforge link, avoiding those issues. Nexus has no such system to avoid ads or slow downloads. Ranked, Curse << Nexus < Curseforge.
  3. Maxmaps's post in the original x64 hack thread suggests that they *are* releasing the x64 version with lower quality than they normally like out of their releases; it's experimental, and is something that's always been on a back burner. The x64 hack thread showed them that people will be OK with that; they wouldn't have released what they have (because they want releases to be quite stable) without that thread telling them most people would be willing to take some instability.
  4. Someone somewhere had a comparison (I don't have the link, but someone else may). NASA and Roscosmos cannot lose astronauts. They simply do not get to; when they lose *any*, the manned space program is shut down for years while the craft type undergoes extensive reviews. In contrast, a crash in KSP is not supposed to be total disaster. It's supposed to be a learning experience. You don't have to take any measure possible to avoid it; the stakes are far lower. Space agencies also don't have prepackaged autopilots; much of the information needed is specific to each craft. I say this as someone who uses Mechjeb extensively - the functionality doesn't belong in stock, because that ruins the trial-and-error gameplay, and discourages players from saying "Hm, I wonder what happens if I do this?"
  5. Squad certainly has no such position. Many features they've added previously existed in mod form. When they say a feature won't be in 1.0, it's not because a mod added it, it's because they don't feel like it's in scope for the game. Autopilot is not going to be in 1.0 because the stock game is intended to be lots of trial-and-error, with the player hand-flying everything they build. Weapons won't because it's a peaceful game. Et cetera. On the original suggestion: Things like planet scale absolutely should not be adjustable without mods. I've touched on this in other posts, but KSP needs to have a sense of what it is as a game. Mods can change that, but Squad should frankly ignore mods when deciding what will go in the game (at most, they might look at mods for prioritization, but not for "should we add this"). Stock games should differ as little as possible in craft physics - if I have a stock game, and you have a stock game, and I send you a craft, it should work exactly the same for you as it did for me. IIRC, the specific reason that Squad doesn't want to do randomly generated solar systems is literally to keep the game experience unified - everyone knows about what it means to land on Eve, but everyone would *not* have a sense of your specific setup. That immediately implies zero variation on planet scale, because that would produce the exact same problem. The "keep experience unified" actually applies for all scales (that should never, ever be changeable within stock), and also, IMO, to things like engine ISP. RealFuels shouldn't be in stock at all; in a game played with aliens in a solar system mildly based on our own, but with significant differences, there's literally no reason you should assume that the fuels are the same.
  6. In that case, your suggestion is utterly useless. If people get in the habit of pressing F9-Enter, they'll have exactly the same complaint as now. The complaint is not much more justified now than it would be then, because the problem is squarely in the "what you say" vs. "what you want" distinction: you run into problems not because you accidentally trigger quickload, but because you intentionally trigger quickload, then complain when it turns out that's not what you wanted to do. What makes you think that adding a second keystroke would change anything at all about it? If you say "only do the extra dialog under these circumstances", you no longer have a quickload - a quickload system is *quick*, and having to look at the screen to see if a dialog pops up is not quick. The sole advantage of having F9-Enter instead of holding F9 for the quickload is that it can tell you when you made the quicksave. But you can do this more easily: Where it says, in the top right, "Hold F9 to load quicksave", add the date (and maybe hour too, so like "Hold F9 to load save from 2 PM June 9") on which you made the quicksave. Adding a system that doesn't slow the user down provides no check on the quickload "problem" (as the issue is that you weren't thinking, not that you accidentally triggered it), and adding one which does ruins the point of quickload.
  7. 64-bit Windows is *also* based on Unity. Squad can't use 64-bit unless Unity does so; the .NET code in which KSP is written is CPU-agnostic. On that note: Plugins are compiled for "Any CPU", because, as mentioned, .NET/Mono are CPU-agnostic. When the code is already running on a VM, it's irrelevant what the hardware is: .NET/Mono themselves need to know, and so it matters for the main executable, but as far as plugin code goes it simply doesn't matter (unless the plugin uses native code, in which case it won't work on multiple OSs automatically anyways).
  8. I was replying to TechnicalK3rbal's post immediately above mine, suggesting Squad could take down the scraping.
  9. "Avoid" in which way? They currently snip all references on the forum, which, short of some form of legal action, is the most they can do.
  10. Does Squad have any legal basis to take action? Their first official mod was the World Cup mod, and that's public domain. They'd have to assert a copyright interest in mods made by people who are not them; while it might be able to stand up (you could argue at least *some* mods are derivative of KSP), I can't imagine the community would like it if Squad claims any sort of copyright over third-party mods. Now, what *could* happen is that someone who released a mod under a no-distribution license could take action based on *their* copyright in *their* mod. But Squad can't act on behalf of a third-party modder.
  11. Please do. This is one of the biggest things that can convince me not to use a mod - the more distinct parts it adds, the more utility it needs to add to be worth it.
  12. You need fairings to make your rockets look generally like actual rockets. You don't need any of those other mods; they might improve effects some, but stock already has the essential "fire comes out of rocket", while not having "remotely correct shape at the top" [you can do fairings with structural panels, but that's a lot of effort].
  13. Exactly. There's lots of machinery, so if he gets stuck, he needs to get out ASAP.
  14. The big ADI screen is like that by design - it's intended to be a fixed ADI.
  15. You might be aware of it then, but Editor Extensions also lets you toggle between VAB and SPH mode (it doesn't move *you*, the interior model doesn't change, but it switches symmetry mode from circular symmetry to mirrored and launch site from pad to runway).
  16. Should there also be an emergency open button on the inside doors of the Warehouse module? Kerbals shouldn't be able to get stuck inside, but just in case one did somehow, it would make sense to have a way to either open the doors, or maybe just unlatch them from the motors allowing the Kerbal to push them open. The button wouldn't have to have any function, but it would be a nice touch.
  17. The real shuttle's landing gear is *not* far forward. You fundamentally misunderstand the functionality of the main gear when you consider it the "rear landing gear". The main gear holds the weight of the shuttle. Nose gear cannot hold that weight; main gear can. It's a *structural* thing. In KSP, you get used to the idea that all landing gear is about the same in weight capacity, but that's not even close to the truth - for instance, the real Space Shuttle nose gear can support under half the weight that either main gear can support, and less than a quarter of what the left and right gear together can support. Nose gear is mostly there to balance a craft; you don't use it for large loads. When looking at the Shuttle landing gear, note that the center of mass is between 65% and 68% back from the front of the craft (the main gear must be behind here). The claim that it came in at high flare is wrong; it had an angle of attack of around 15 degrees on touchdown, which is in line with commercial airliners.
  18. The biggest advantage of it is flexibility - with small payloads (i.e. Pegasus), you can use a normal aircraft, and can launch from almost any airfield (at least, military ones and decent-size civil airports), fly above weather, not need a reinforced launch pad, and even launch places where there's no infrastructure at all (you just fly over there and launch).
  19. Question: What are the tweakables for pitch, yaw, and flap on the wings for? Also, why are there nodes on the side of the EFT? I had assumed they were for the decouplers, but the decouplers do *not* have nodes. The 800 decouplers also clip rather severely into the LFBs.
  20. Ferram actually said he made it to try to prove himself wrong - he had suspected it didn't work, but thought he might be wrong and made it to check. The issue is that that sort of occlusion has approximately nothing to do with real aerodynamics, until you get into hypersonic speeds. That means results are just as counter-intuitive as KSP's model, with a side bonus of "no aerodynamic stabilization at low speeds" (making planes near-unworkable), and plenty of places where real aircraft should see lift but the occlusion model thinks they don't (e.g. vertical stabilizers get blocked by the airframe at very low angles of attack, when real aircraft obviously don't have that happen). Furthermore, it is not simple for the computer to check these things, so it's not a lightweight aero system. Any remotely sensible aero system has to implement lift and drag as related quantities; if not, it's a horrible system. If a part isn't exposed to airflow to create drag, it cannot then create lift, and if a control surface isn't creating drag, it's ineffective. Sticking an elevator in the middle of a brick wall should not work if you don't want brick walls to fly. Having non-boolean occlusion wouldn't help the computational intensity the model requires.
  21. Clarke was hardly the only person who imagined the Soviets still existing in 2001. The collapse of the USSR was sudden and unexpected (in the West, at least); Clarke wasn't projecting forward "if the Soviets win, they'll still be around", he was just assuming that they'd still be around because it was a fairly standard assumption (assuming what actually happened, i.e. they'd be *gone* without a nuclear war having happened, would have been unusual).
  22. Hm. What kinds of issues does it cause? I've never noticed any particular problems.
  23. Does the Program Files folder cause issues if KSP is installed via Steam?
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