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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. There are part mods which I've used which have gone away. I'd love to maintain them, but the license doesn't allow. KWRocketry is different, in that I am maintaining the KW Community Patches and got permission from the author to upload a revised KW to Spacedock (when I have time). Parts have to come in packs, for several reasons. First, they may rely on a special DLL. Then, a pack is usually a set of related parts, and if the parts were used separately, they wouldn't make sense or wouldn't work. Besides, this is totally unnecessary; all that needs to be done is for the modder to have a license which allows it. It would be nice if old part mods were available for others to pickup, but it comes back to the license. If I or another modder wishes to pick up a part pack, the license has to allow it in some form, otherwise I am SOL.
  2. They can be welded down in many ways, ie: digging through the surface material to get to the metal for welding. I don't know, would like to know what they have done
  3. As soon as you put the word "cannot", you are putting the modder under an obligation. Nicer to say "should not".
  4. If I recall, the surface is not metal, that would be too slippery. And once you start putting space between the magnet and the metal underneath the surface, the magnet becomes much less effective.
  5. Who is paying the modder for his time? I can tell you, that one of my mods had over 150,000 downloads from Kerbalstuff, yet, so far, no one had made any contribution to my Patreon account. Now, it isn't required, and I don't (obviously) do it for the money. A company like Microsoft, Curse or others is different, in that they have received money to provide a service. Kerbalstuff, on the other hand, was not only not making money, but was actually costing him about $150/month. In fact, I could even argue that the community has NO RIGHT AT ALL to expect anything from a modder, since THEY HAVE NOT GIVEN THAT MODDER ANYTHING! Therefore, there can be no expectation of something that MUST be done. Rather, the community should expect that at any moment, things can change, either for the better or the worse. There are quite a number of mods which have restricted licenses, and those modders have left the scene for whatever reason. Again, it's their mod, and for their own reasons they have restricted the license. Yes, it would be nice if they turned the mod over to other people, and in fact, one of my mods (EditorExtensionsRedux) is actually a combination of 4 other mods which the authors have let me carry on for the good of the community. Until you have been a modder, you don't have any right to comment on what the modder should or should not do. You can request (nicely). But you cannot demand.
  6. This wouldn't work. The amount of force needed would be astronomical because, among other things, the amount of surface contact the rocket has with the barge surface is relatively small. And you can't control magnetism that way.
  7. You say that the modder is not in any kind of servitude, yet this statement immediately requires the modder to do something he/she may not want/have time for/etc. It would be better to say that there should be some sort of "Code of Conduct" which a modder can voluntarily adhere to. Then players would have the opportunity to either use or not use that particular modder's stuff, depending on whether the modder adheres to the code or not. I am speaking both as a modder, and as a player. Like everyone else, I was upset at the shutdown of Kerbalstuff. Yes, it would have been nicer if SirCmpwn would have coordinated a takeover to someone else. But for his own reasons, he decided not to. BTW, for all those "curseforge" haters out there, this is one reason to NOT depend on a volunteer effort which so many people depend on. Linuxgurugamer
  8. Watched the review on YouTube, nice. Why not, rather than hard-coding in each type of "all" actions, read a config file which would identify which items to do an "all" command?
  9. It would be nice if people would share their craft file. I just added some more images and my craft file to my mission-completion post above
  10. Thanks. As I said, I use AutomatedScreenshots to grab a pic every 5 seconds. So I had over 1300 images to choose from :-) I play on Linux when I need the memory. For this, I set up a new install and just loaded the mods I wanted (editor stuff, mostly). I learned a long time ago that it's hard to always grab a screenshot at the right time, but if you have an automated collection, you can then just pick and choose the best. It's why I wrote AutomatedScreenschots.
  11. Mission complete. File is here: https://www.dropbox.com/s/b16b8z9fr4ffizi/KSS.sfs?dl=0 Bonus: Here is the craft file on KerbalX: https://kerbalx.com/linuxgurugamer/escape-2a I made a stupid mistake, I put a drogue chute on instead of a main chute, but figured that I'd let the cmd pod crash rather than do the whole thing over again. Yes, I killed my kerbals, but it was a "simulation". I initially docked to the sr. docking port off of the asteroid, but it was too wobbly, so I undocked and moved it to the other available sr. docking port. Here is the station as it is now: I have a LOT of images (I use AutomatedScreenshots, had over 1300 images to look at), the following is a nice view of the entire mission: I reran the mission for myself, because I didn't like that mistake I did. For this mission, I added a neat little mod called T-MEME, see if you can figure out what it does from the album below. I only took images at the beginning and the end, and for fun I have the portraits of Jeb, Bill & Bob after landing:
  12. A suggestion to make it easier to document a mission: install AutomatedScreenshots, it can continously take pictures (I use it to take a screen shot once every 5 seconds).
  13. No fair. I've spent several hours working to get a 5 part addition. If I even had one more, it would have been very different. And I'm not yet done designing
  14. Why not just follow that mod? You can see the mods you follow, and that works for me right now
  15. That is, rather high, there is very little, if any, drag there. But I suppose it works. I'm making sure that all of my boosters have some sort of core on board for control, and none will use all fuel, so they will all be able to deorbit. My only issue is that I have a small attachment of a battery, core, and something else which will be floating free, I'm going to have to dock with it (with an out-of-balance ship) in order to deorbit it. But it will be worth it. Now that i'm thinking about it, I think I'm going to put a small RCS tank and thrusters on it, so that it will dock with the ship rather than the other way around. Gonna be interesting. Already the ship has destroyed the launch pad without even lighting the engines, I had to make some adjustments for that.
  16. Suggestion for an added challenge: Deorbit all debris without just deleting it in the map view. I'm doing this for mine, making it harder but more fun
  17. So I have a question. The attachment I've designed needs a Docking port Sr. and the other end has a standard (ie: 1.25m). So essentially, I'm using up one of the senior docking ports and replacing it with a standard (actually 3, but only talking about the 2 freebies). Is this ok with people, or would you like me to keep the sr docking port around?
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