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ThirdOfSeven

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Everything posted by ThirdOfSeven

  1. Currently testing it in 1.6.1 with tons of mods (including unofficial FAR build and GPP). Game didn't crash yet, they inflate, deflate, produce lift, they fly somewhere slowly. I didn't try this mod before today, maybe something is missing, but for me it looks working perfectly.
  2. So it seems not all retractable parts got this improvement about impact resistance when retracted, but only 5 types of solar panels? Is it only in part.cfg but also part modules don't support them?
  3. When it is falling from space, bottom side is pointing prograde (direction of speed vector), which is pointing to ground. Ship itself will point retrograde (with its pointy end). Nevermind, it doesn't flip anymore after clean reinstall.
  4. It seems to me like Mk1 Pod, despite previous information on "not changing its properties too much" is now flipping in atmosphere (with no SAS) to fly with pointy side down, while it should keep its orientation with thick bottom side to prograde. Is it intended? Anybody else can observe this?
  5. No, actually they sink really well, and I need tons of blisters strapped to stop them. Now parts in KSP have their own "buoyancy" field, not sure which value they have by default and I don't think they are related to part scale, that's why. I'm trying to make TweakScale patch to scale it as well to check if it will help.
  6. Oh, now it is clear it is x, y, z scale multipliers and some static "weight" added is last value. Anyway, seems buoyancy is not adjusted by this mod
  7. I can't find link to source code for plugins anywhere to check (shouldn't it be available, btw?). What MODULE { name = FSResizer specificMass = 5, 5, 0.0, 0.5 /// <--- these specificCost = 472.3465, 605.744, 0.0, 450.0 size = 1 sizeOnly = true } these values mean? Why will any ship with upscaled parts instantly sink? I suspect it is due to mass growing but not buoyancy. Maybe buoyancy parameter should be adjusted on resize too (like it is done by TweakScale)?
  8. Hi there. I have two related problems here: [LOG 11:18:05.418] ADDON BINDER: Create binding redirect: BDArmory, Version=1.2.0.1047, Culture=neutral, PublicKeyToken=null => BDArmory, Version=1.2.2.2, Cult ure=neutral, PublicKeyToken=null [ERR 11:18:05.419] AssemblyLoader: Exception loading 'AntiSubmarineWeapon': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 Additional information about this exception: System.TypeLoadException: Could not load type 'AntiSubmarineWeapon.ModuleAntiSubmarineWeapon' from assembly 'AntiSubmarineWeapon, Version=0.6.5.2, Culture=neutral, PublicKeyToken=null'. This happens with latest BDA from SpaceDock at 1.4.5. I know it may be not supported and wanted to rebuild/fix it, but seems like (second problem) Link to source code in starter post and on SpaceDock is broken.
  9. I don't really get any error when I try to launch from KK, it just switch to load flight scene but immediatelly quits it and goes back to KSC without launching anything like you described.
  10. Somebody else see this: It seems to me like all the reentry effects are now coming from stuff under fairings, but not from fairing itself. Is it just me or everybody? Most noticeable on GDLV3 stock vessel:
  11. Yes, if we go for old KSP EULA, then it has scary things too (but...): But according to https://www.copyright.gov/circs/circ14.pdf, I'm not a layer, but it seems to me modifications should not fall to "derivative work" category at all (until you make your own altered distribution of KSP with intent to distribute it, probably). It should bother me more after translating some material or filming gameplay than modders, since it is more likely a derivative work. So new T2 EULA is rights-greedy for sure, and I'm wrong talking about their similarity, since they don't care and seize rights for everything falling under "User-created conteint" as it seems to me now.
  12. Absolutely agree, lack of communication is the evil. That true also. But it is also fact that, even if paid, Squad or Take Two has same zero support/maintenance responsibility towards anyone, as we can see. Even if you get donations, you are also free from any further obligations, as listed in almost any license. In both cases it is willingness to continue you work for whatever reason, will it be material profit or spiritual motivation. Of course volunteered work is honorable and should get more attention and must be protected, but I don't see positive or negative movements in this field with new EULA and ToS. Good point. Here I made mistake. So the last sentence in the above text (before quote) is not correct anymore.
  13. I'll quote "older" ToS we had, which, literally, allows doing same things: And new... Does it seem different?
  14. Reading what is happening here, I don't even know, what is worse today: new ToS/EULA or the reaction of community. On one hand we have changes in terms for KSP, on other hand we have community changing their licensing/hosting/stopping doing anything. Are they different from T2 now? Doesn't look so. They harm their "customers" in same way. Still wish to see something official to calm down everybody, but nope.
  15. We at least wanna hear this from somebody working for Squad or Take Two. Also we wanna see who to ask (and have answers before Sun lifetime isn't gone) if we have any particular questions related to their IP and their use. Some FAQ or guidelines about what is permitted to do (or even encouraged to do). We are just people who wanna minimize any risk to get channel strike, content removed, account banned for something listed in EULA or ToS. We don't know if somebody from staff will take some actions on their will without anybody knowing (like they don't know about EULA as you say...). Things like this were happening in the past with other companies (I will not post names).
  16. Until there is clear change in EULA/Terms in favor of user-created content or clear explanation on any changes from Squad (preferable with guidelines on what we can do and can't do), I doubt I'll create any content related to KSP, will recommend it or buy any DLC. Why? Cause having anything like EULA "doesn't create any issues like for other game" that may someday be used to seize rights and delete any creations (cause it may be) is not acceptable. That's not why I tell people KSP is great game, but because you can make mods, you can use mods and you can create content about brave Kerbals. I bought that game for same reason. We see Squad lied about "acquisition by Take Two means no problem" and "everything will be like before" in the past and here comes - new terms and nobody are already posted and nobody from Squad even has clear explanation yet. T2 just forces to change something and Squad does what they say, and Squad doesn't even have any idea how to explain changes. What is more important for you, community who already supported you or a publisher? If it is not community, then KSP is now just another game you play for a week and forget about. You will never able to make content modders can make, since it is optional stuff anybody can use to create their own experience of a game and enjoy it. I don't want to insult any developers from Squad and will always appreciate for all the great work they made in the past and making, it is more about management issues.
  17. yeah but the problem is that I don't know how to make theses shaders, its @Ger_space that made them and he seems to have reals difficulties to make them for the latest linux/mac unity version. And you do know that we are doing this on our free time ? You wish people struggle more for you but ask the right question : What YOU do to help them ? I would be really happy if you made a PR to solve the problem you know its not like I already "lost" more than 30 hours on this particular problem. I didn't intend to make anybody upset, sorry. I'll make pull request so you will have time for other important things.
  18. Set the reflections to "none" in TRR's menu Previously after new Unity many mods suffered pink shaders issue. Some mods (like BDA and HullCamVDS) we were able to fix building separate shader bundles for every system and loading them properly using simple piece of code like this: string bundleName; switch (Application.platform) { case RuntimePlatform.OSXPlayer: bundleName = "shaders.osx"; break; case RuntimePlatform.LinuxPlayer: bundleName = "shaders.linux"; break; default: bundleName = "shaders.windows"; break; } Of course you need shader sources to build them. I'd wish more people struggle to make their mods compatible with all platforms and stop saying something like "oh, that just doesn't work on that".
  19. Fixed and recompiled for 1.3. Planning to change way it works by moving speeds out of navball, cause it is quite small place to show so much information. Or make it configurable, probably. Also, it is obvious, FAR will require another change to get correct values to display.
  20. It is running stable for me, but I can't still make localisation library to work properly. I had some strange problems after trying to get it work by installing different versions of C++ libraries, but it was easily diagnosed by reading Player.log.
  21. Those signals is not something causing this. You can stop halting on them if you tell gdb > handle SIGPWR nostop noprint > handle SIGXCPU nostop noprint they are just signals system sends to application to note it is quite CPU-hungry and must save some CPU time. You need to check something else. Halting like that may be hardware (overheating?) problem, not software. Check with something else running to load your system, maybe video encoding, archiving things or running cpuburn tool.
  22. If you want a really quick and dirty fix for that, you can rename KSP_Data/Plugins/x86_64/liblingoona.grammar.kerbal.so to, for example, liblingoona.grammar.kerbal.so_ so it will not load. It leads to some artifacts in displayed messages though, but game will run until we can get good fix for that. P.S. It applies if your bt commands shows problem is in liblingoona only.
  23. Program received signal SIGSEGV, Segmentation fault. 0x0000000000011816 in ?? () (gdb) bt #0 0x0000000000011816 in ?? () #1 0x00007fff405435de in setLanguage () from /home/stasikos/Soft/KSP/KSP_1.3/KSP_Data/Plugins/x86_64/liblingoona.grammar.kerbal.so #2 0x00000000402415ed in ?? () #3 0x00007fffffffc1e0 in ?? () #4 0x0000000001fe00e0 in ?? () #5 0x0000000000000000 in ?? () (gdb) Do you have such backtrace too (bt command)? If so, I have same issue probably On Ubuntu 14.04 x86_64 with gcc-4.9 (to get that lingoona loading)
  24. Yep, and you are the only person giving me really nice reason for removing language barrier in KSP in all discussions I had. Children!
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