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shdwlrd

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Everything posted by shdwlrd

  1. Your missing the point, it would be like Microsoft claiming rights to your software because you used Visual Studio. Or Adobe claiming rights to the art you do because you used Photoshop. Or Autodesk claiming rights to the model you made because you used AutoCAD. Or Unity claiming rights to the game you just made. Or the authors for the tools use with the programs stated above claiming rights to your work. It's a poor business decision. Any company that was caught doing that (there were a few), either lost a ton of money and took a massive reputation hit, or was sued into oblivion. Part tools is a tool, that's it.
  2. I've been chewing on this for awhile now. It shouldn't matter, but it will depend on the agreement between the parties. The new EULA doesn't change the initial licensing for the content nor does it change method or limitations of delivery of said content. The models, assets and code are not shared through KSP directly, they are only shared through 3rd party services where the new EULA has no effect. The only thing I can see being transmitted through the stated online services would be the settings for the missions and craft files. Transmitting the models and assets through KSP would make really large files and can create problems with the file structure and no one wants that. Now if modder A or content creator B want to revoke the right for their work to be used or shared, that is their prerogative. Abandoned mods that are open, free use, the licensing says it all. I agree with you on this point. But here is the thing, part tools isn't distributed with the core KSP software. It's a free 3rd party tool for Unity only available through the forum. (duh) It would be bad, if not fatal, practice to revoke any copyrights by using a tool created for some other companies software. That type of behavior may even breach Unity's EULA and Squad wouldn't what to do that. If KSP had an internal part tools like importer, then I would be very worried. I don't think the open non commercial licenses will be an issue. Even Squad and TTI have to respect them. Basically, if you chose the correct license for both the art, models and any code you may have, it shouldn't be a problem. But if you think it will be a problem, you can always change your license to ARR and not worry about anyone using parts of your mod without your knowledge. But this can explain why several mods switched their licensing to something more strict over the past year.
  3. I generally don't like getting into these types debates, but everyone is making a mountain out of an ant mound. After reading the EULA, it's striking similar to the EULA's I've seen for many games and other software I've bought and used over the years. It reads similar to anything that needs software to operate. You must agree to the EULA to use your phone, pc, console, car, smart watch, GPS, Facebook, Imgur, etc., and they all read virtually the same. As for the copyright stuff, it's for Take Two and Squads protection. It allows them to defend themselves legally. Say someone claims that Squad used something posted on the forum for purposes other than the user intended and tries to sue, or if an user starts demanding payment for something that they created and posted on the forum and Squad uses it. (Think of the fan art that Squad posts. I know the images come from 3rd party sites, but that is my example.) They need a way to legally defend themselves. Legalese like that wouldn't have been added if somebody hasn't already tried to sue a company in the past for both reasons and probably more I can't think of. Also you have to remember that Take Two is a U.S. company and Squad is a subsidiary. They can have a lawsuit filed against them for virtually anything in the U.S. (Anyone remember the whole McDonald's spilled coffee lawsuit. I still smh at that one.) But you also have to remember, they have to follow the copyright and trademark laws too. That's why they will always credit the content creator when they post something for the whole community to see. And if they are wrong, will credit the correct person when it's brought to their attention. As other people have posted, the changes to the EULA is just a stick to beat back fraudulent and frivolous lawsuits and to spell out what rights you do have. (Obviously the your rights can change from jurisdiction to jurisdiction and from country to country.) As long as you are not doing anything that is detrimental to a companies business model, most companies usually will ignore infractions of their EULA. (Don't cite GTA5 as a counter point. The program that was used to mod the game was reversed engineered from the base code. That is a clear violation of most, if not all, EULA's I've read. Rockstar/Take Two had full right to force the creator to disable and remove the program. It doesn't matter how long it wasn't noticed or ignored.) Now the privacy changes concerns me. I already get enough spam, I would like to opt out of all info sharing beyond Take Two and Squad.
  4. Ooo... I forgot about these drills. Brings me back to before resources were a thing with KSP. Thanks for bringing them back.
  5. I've found its common for games bought online to not have any guide for the controls. I happen to stumble upon them looking through the wiki. If you look at the PC controls for KSP, almost all of the keys for a 109 key keyboard is used for something. (My quick count is 133 different key and axis bindings for all scenes.) Now do that three times for the consoles. I can see some commands and UI control things getting missed during testing.
  6. Because there has been too many times where something was mentioned and it has spiraled out of hand. A good example would be multiplayer. There is still a lot of grief Squad gets about that.
  7. I agree with you on that. As I said, this just may be the first step. Was it their best choice, probably not. But we know Squad doesn't always make the best choices. Most of your gripes I do agree with. But they have to start somewhere and they have to keep money coming in.
  8. I wouldn't say challenges and user defined and shared mission isn't wanted. There are many challenges and users doing them. You may not want to see this particular feature, but there are users that do. Does it affect the whole community, no it doesn't. But it may lead to something that will. We just don't know, only Squad knows what their plans are after the expansion is done.
  9. The collar could be a multiple pieces? That could be possible. The real question is how to they get their big heads into those helmets? I don't see any seams where they can split.
  10. Icecovery, Me and my laptop thank you. This will free up a ton of space on my little SSD.
  11. It looks the same, that's what I'm going to relate it to.
  12. A kerbalized version of the Dyna Soar, neat.
  13. @LawnDartLeo you will have to mess around with MJ's attitude adjustment settings. Also, if it's flipping on launch, grab the RCS build aid mod and balance the thrust and booster positions so there is little to no pitch rotation during liftoff.
  14. I didn't read it as such. I guess I missed the point of the statement. Subtly alludes me at times.
  15. Just playing devils advocate here. Wouldn't that close the door for console players when it comes time for their DLC release? (I'm basing the question on the something that may or may not happen in the future. I don't know or use consoles, but I'm throwing it out there anyway.)
  16. Yep, that's it. Thanks. My problem is the messages are displaying green over a green back round. I can't make them out readily. Its been four years. Time flies.
  17. Simple question, where do the exported maps save to on a windows setup? For some stupid reason I can't remember.
  18. Looks like Tundra Exploration has some competition. I'll have to check this out this weekend.
  19. I don't do weapons in KSP, so I have to ask. Removing or remarking the weapon modules in the configs shouldn't break anything? I've always loved the TOS ships. There is a simple elegance to them.
  20. Sometimes you'll supply a solution and never even realize it. That's the beauty of collaboration.
  21. YES!!! Thanks @linuxgurugamer and @Starwaster. My favorite probe is back crawling around again.
  22. Yes it is. The more wheels to share the weight, the better. Thank you.
  23. I do have some standard designs that I use for more routine missions like satellite placement and crew rotations and resupply. I tried to keep a TWR to no more than 1.3 and a DV of 3700. I usually use MJ for launches and 3700dv is usually enough to get to a orbit of 80-85km with fuel to spare to de-orbit the 2nd/3rd stage. I don't play career, I just do it to keep my airspace(?) clear of debris.
  24. Cool, I forgot you can rescale the wheels with KSP wheel. I haven't touched my modded game in awhile. Low height cargo planes here I come... Ok, I was thinking along the lines of the center main gear of the Boeing 747 like the image in the spoiler. So one part can be used for main gear for larger crafts. The tricycle gear lay out would be cool to see. It would make it much easier to put together a modern style gear layout for smaller crafts. If you're suggesting something like a rovemate with build in wheels, that would be cool. No more struggling to fit everything you need on it plus trying to find places to add the wheels. I wasn't suggesting that any special scaling be done for them. They just look really small, or tiny compared to the 1.25 parts you're using to demonstrate the wheel box with.
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