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Pe-Ter

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Everything posted by Pe-Ter

  1. Could anybody send me those needed files via PM (sendspace.com, for example)? I ask because my two HDDs corrupt big files and cause installer integrity check to fail. Thus I can never install Unity 4.6.4 after downloading it using my browser. I could do that with my torrent client, but I see no torrent for Unity 4.6.4. I'd be really grateful for this help. Thank you. EDIT: Thank you, I've recieved the files. I appreciate the help!
  2. I seem to have a problem every single time I try to install a mod. It doesn't matter which mod I choose. Has anybody encountered this?
  3. Does your engine have a Gimbal + why don't you use fins that can move according to your keyboard input?
  4. When I unlocked everything on the 45-science-cost column in the tech-tree I decided to go on a trip around the Mun and back. I took 4 cans of Goo with me, I opened one mid-way, did an EVA just to gather an EVA report there and did a cew report too. One Goo can, EVA report, crew report while orbiting Mun and the third can, crew report, EVA report + a surface sample after landing back on Kerbin. You can do one EVA report while hooked to your opened parachutes if you want.
  5. The ship I've created on the ground might have run out of power, so the probe body went dark and caused the purple light to appear, but this menu is exactly the same as 10 seconds after putting these parts on my launchpad, when the probe was still operational, so basically it doesn't matter here. EDIT: To add to that - the same thing happens to my orbital station, which is loaded fully with Kerbals (both the Workshop and the Command pod). And I am sure that I have KSP 0.90. I started using 1.0.2 now, so basically I will hold off everything I was doing in 0.90 (and probably eventually abandon it). This means that although this problem persists, it's not really relevant anymore unless it appears in the new release of EL. Can't wait to test it out, because 1.0.2 has kicked my ass with it's aerodynamics rewrite. EL will be needed here more than ever. Thank you guys for your help . I appreciate it.
  6. Well it would be weird, as I've neither changed anything in my GameData folder nor installed new mods since I've had EL. This UI menu worked for me yesterday. Here's my GameData screenshot: http://scr.hu/5z5a/x6ui6 Here's EL's folder in GameData: http://scr.hu/5z5a/k3h0w Thank you for your help.
  7. I've encountered a problem while testing the mod out (KSP 0.90). I have an orbital space station, rocket parts on it, workshop on it, kerbals on it and the construction dock on it. I do not however have the "Show UI" option when I right-click the Construction Dock. I thought that I might have done something wrong, but after reading the instructions again I don't understand why it's not working. I decided to try it out on the ground, but it still fails, here's a screenshot: Could you please help me out with this?
  8. Okay, so that would bring us to the same problem of synchronizing rendering and computing power over the Internet. That's not an option as far as I'm concerned, it would fail often.
  9. That sounds nice, I will have to test it as soon as possible. Though do you think that a special, dedicated mod would achieve better performance than your way or not? I'm kinda interrested in it.
  10. Whoa, steve_v, that's interresting. Did you try it with KSP exactly?
  11. I absolutely agree that it would not allow people with low bandwidth connection to play flawlessly. The thing is, this way of playing wouldn't be obligatory. You could still play this game in a normal way. While using OnLive I experienced very low lag on my 6Mb(it) connection. Now I am using a 30Mb connection and the lag was even lower (below 50ms). To be honest, it's not always the bandwidth that causes lag, it's mostly your location in the world and how close you are to the ISP. That's right, though I think that the whole job should be done by the "host" PC. It would make this scenario much easier to develop. Otherwise, two PCs would have to synchronize redndering and processing power through the Internet. I think it would easily fail. The "host" computer should just stream a video from the game to the "client". It should be enough. Wouldn't it be possible to accept connections and stream a screen capture using C#? This way a mod (not a simple one by far) could (?) make it happen. I wonder whether modders from here would find this solution possible. If there is still a possibility to buy the game from the KSP website, without using steam, then it wouldn't be available to many people. EDIT: And Steam In-Home Streaming allows only LAN connections, you would have to cheat with Hamachi or stuff like that to play remotly outside of your home. EDIT2: Sorry, my quotes exploded.
  12. Do you think that it would be hard to create such a mod? It shouldn't violate EULA as the second computer would be just a controller and it could allow only one person at a time to play the game.
  13. Hello, I'm sorry if this thread is in a wrong place, but honestly, I had no idea where else to place it. INTRODUCTION: A while ago I used to enjoy some cloud gaming. What it means is that a company is giving you access to their computers/consoles for all the processing power you need for a game. What you get is a video stream from that game. This makes it possible to run any game (supported by that service) on any device that is capable of running the client application. So you can, for example, play Crysis on a mobile phone. The only serious cloud gaming company I've found in recent years is the OnLive company (which is being rebuilt after some bad CEO decisions). They already have games installed and ready to play on their side, you just have to download their client application, create an account and play any game from their library. Most of those games have 30 minutes of trial period, after which you can purchase access to that game. All saves and data is stored on their servers, so you don't have to worry about your disk space (very important on smartphones). QUESTION: Is there a possibility to develop such a platform for KSP to at least make the game run on a PC of your choice (to which you have access, obviously) and then being able to connect to that computer through the Internet and play in a similar manner? If not, then do you know any companies that provide cloud gaming services capable of running KSP, or companies that just allow to upload your own game? I remember that my friend found a service on which you could run your software, something similar to VPN, but it was slightly different in functionality. I can't get in touch with that friend, so I really can't ask him. REASON FOR ASKING KSP seems to be very needy in terms of computing power. It requires quite a lot of CPU resources and RAM. RAM problems won't be solved by that right now, as it's due to bad memory managment and lack of proper x64 support, but it might be a nice foundation for future versions and it would help users with worse computer systems to get all the joy of KSP. For example, my CPU keeps failing after 6 years of exploiting it (no overclocking ever), I get bluescreens due to improper clock interrupts when that CPU is overloaded. So I am basically unable to run lots of mods, cloud gaming would give me, and most likely a lot of other people too, an opportunity to take everything that KSP gives me. What do you think about this concept? Is it possible to move KSP to a cloud gaming setting?
  14. I am a web developer (PHP) and used to program in Java (Android apps and some commercial standard PC software), C++ and C#. What I find hard is to understand how does KSP process the code I am writing. So it's not hard for me to understand or write the code itself at all. I am not sure how to find which functions are required to be overriden or what are the relations between parts, vessels and what are the limitations. It doesn't seem that there is such a documentation out there. Code wise, the documentation available is nice and clear, though as I said, it's only code wise. Stuff that's useful for programmers already familiar with how the code is going to be processed by KSP. Are there any instructions on what I mentioned in my previous paragraph? Additionaly, my simple plugin (which should just print out "Hello World" to test the API) is not being recognized by KSP 0.90 (never tried it on 0.25 honestly, but that shouldn't be a problem in that simple case). I chose a stock part (this standard cylindric science module), copied it to my GameData/PluginName/Parts/ folder and changed its name to the name of my plugin. I also changed the module name and the title to that plugin's name and pasted the plugin into the GameData/PluginName/Plugins/ folder. The problem is, I can't seem to find this part in KSP whatever I do. Is there anything I am missing yet? I would appreciate some help with that.
  15. Did they change the amount of funds you get from the contracts? I am actually playing 0.90 but still using old saves in which I have around 1.3 mln (2.1 mln was the maximum ammount I had) so I don't care about contracts anymore. I would like to know this because I might need them as soon as my funds deplete.
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