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KSP2 Release Notes
Everything posted by Murdabenne
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Inevitable? We shall see. History has taught me to wait until the x.x.1 release to even start contemplating upgrading. And that's without taking into account my "vital" mods being updated.
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Launch Software? Ok lets look at that. I use the same as SpaceX, et al. Like Elon Musk or an Astronaut, I don't write the software nor do I input the specific parameters of the spacecraft. I just use the software that was loaded In this case its called MechJeb. Where do those launch software calculations come from? A computer running a program. A human directs what they want (Elon wants to go to Mars, Cosmonaut wants to go to the ISS), but the calcs are done pre-flight, loaded and rechecked in long before. Actual implementation are done by the flight control system under ground control computer guidance. Just like Mech Jeb. The net effect is the same. I fail to see the distinction other than a matter of degree not substance.
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A Basic Remider During Update Periods
Murdabenne replied to TranceaddicT's topic in KSP1 Mods Discussions
Intended behavior. It means the version will be completely stable. And to be honest, unless its a significant bug fix, these version bumps are not really bringing much anything new to those of us who run mods. They should really be treated like maintenance releases on a case by case basis, since they are scheduled by date and not by function or content Usually its [Major].[Minor].[Maint/Rev].buildnumber Changing the minor every 90 days can be a bit misleading. If you see something go from 1.5 to 1.6 you expect some sort of significant change, although there might not be any in terms of actual game functionality for a large portion of players (common KER usage for years). Squad wasn't originally a development company, so I guess they kind of wing it - for example, going from one unity version to another with a loss of backward compatibility should have merited an increment in the major version from 1.x to 2.x. Or do it like Blizzard does with WoW, increment a major with each expansion, and the minor moves up with large updates to content, and the patch level is for bug fixes. The way I was taught is that Major only when there is a change to central functioning or multiple APIs are changed with no backward compatibility. Minor only when there is a significant addition of core functionality with backward compatibility, or a single API with limited impact is changed with no backward compatibility. Maint is for scheduled releases from a process standpoint (quarterly releases, finished a bugfix sprint, small addition to content, etc), as well as urgent releases like bug fixes or minor non-vital content additions (recolored or new model for existing content). Or it could be something simple: Like marketing is driving version numbers, something that's not all that uncommon (Windows 10 not 9, etc). And I have to admit seeing 1.6 instead of 1.5.2 and 1.7 instead of 1.5.3 does look a bit more impressive from a marketing standpoint (and I want them to stay in business, I love this game) -
Thinking about a new Colonization mod
Murdabenne replied to NermNermNerm's topic in KSP1 Mods Discussions
For the sustenance portion, if you're looking for simplification, have you looked at using "Snacks"? Start with that as your basis (MM the heck out of it), and then add your own production and effects for habitiation, etc. -
SpaceX/NASA/Boeing/BlueOrigin et alia do not routinely hand-fly their rockets. Neither do I. So MJ isn't "cheating". My opinion: If anything, MJ a bit more realism depending on how you use it. Going back to the days where "the trench" (read "Failure is not an Option" by Gene Kranz) in the control room did the calculations and sent them to the spacecraft for the computers to execute in routine cases.
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A Basic Remider During Update Periods
Murdabenne replied to TranceaddicT's topic in KSP1 Mods Discussions
Best solution: Wait at least 90 days before you upgrade unless there is a vital bug fix, or else play bone stock for a while. Mod authors have lives. -
Is there a mod that you couldn't live without?
Murdabenne replied to Foxster's topic in KSP1 Mods Discussions
One? No, more like 3+. KER - nearly impossible to design without it (tho we will see how well 1.6 replaces the DV) KAC + Precise Node or Precision (whichever is most up to date) - Yes these count as one. keeps me from missing the windows, and lets face it, nobody should routinely handfly a Hohmann transfer unless your name is Scott Manley MJ - relieves the tedium in mid and late game. NASA/SpaceX/BlueOrigin/Boeing/Northrop/VirginGalactic/etc do not hand fly their rockets, and neither do I. -
I'm going to try @RoverDude USI constellation in a stock 1.6 install (using cheats to work in career mode so I can test the tree too) over the holiday to see if there are any bugs the author needs to know about. I invite everyone to do the same, and help him out instead of asking when it will update. I'd say pay attention to staging, tanks and other things that affect individual stage delta-v, since that's apparently the big addition to this release. by the way, USI appears to works OK in 1.5.1 so far from what I've managed to do, but Im still kind of in the early stages, haven't left Kerbin SOI with anything manned yet.
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[1.12.x] Malah's Quick Mods - ZEROMINIAVC in new thread
Murdabenne replied to linuxgurugamer's topic in KSP1 Mod Releases
Giving up on this, although its my preferred filter app and search combo. Im just going to have to muddle through with Janitors Closet. -
Does this run OK on 1.5.1? MM and Contract Configurator upgraded.
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CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
Murdabenne replied to politas's topic in KSP1 Mod Releases
I just found out why this is - over on the mod's thread. Probably best to wait for 1.3 fo him, once he has some time. -
[1.4.3] Kerbal Academy Contract Pack [v1.2.x]
Murdabenne replied to Mark Kerbin's topic in KSP1 Mod Releases
Now it makes sense. Thanks for explaining it so well.- 89 replies
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[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
Murdabenne replied to JPLRepo's topic in KSP1 Mod Releases
And that is why I am restarting :-), gotta run, need to go discover Moho -
[1.4.3] Kerbal Academy Contract Pack [v1.2.x]
Murdabenne replied to Mark Kerbin's topic in KSP1 Mod Releases
OK. My read was that 1.2.0 was corrected in 1.2.1, is that not the case?- 89 replies
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CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
Murdabenne replied to politas's topic in KSP1 Mod Releases
tangled dependencies on outside servers. Yow. I wonder if the netkan should list the github as the download site. -
[1.12.x] Filter Extensions (No localization)
Murdabenne replied to linuxgurugamer's topic in KSP1 Mod Releases
Is there any good answer to the "unfindable" items? And the ones that simply do not show up in the categories? I have a pile of fuel tanks I've researched, and I have precisely 6 that show up in the category - but they all show up when I go to Function and then Tank. This mod should make things better, not worse. Im going to uninstall, and check back after Christmas. -
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
Murdabenne replied to politas's topic in KSP1 Mod Releases
Kerbal-Academy-Contract-Pack is showing 1.10 as the current version in CKAN, but 1.2.1 was released way back in May. Is the metadata broken? Reason this came up is Contract Configurator updated, and I thought I'd re-add some old contract packs now that I've started playing again. https://github.com/Mark-Kerbin/Kerbal-Academy-Contract-Pack/releases -
[1.4.3] Kerbal Academy Contract Pack [v1.2.x]
Murdabenne replied to Mark Kerbin's topic in KSP1 Mod Releases
1.2.1 released, thanks - CKAN thinks the metadata needs to be updated - its still showing 1.10 - perhaps a dependency? I've also messaged CKAN.- 89 replies
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[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
Murdabenne replied to JPLRepo's topic in KSP1 Mod Releases
Thanks for keeping a sense of discovery alive in the game, this mod with OPM is why I'm still playing (and even buying the expac) years later. -
[1.4.1] Fuel Tanks Plus 2.0.2 (2018-03-14)
Murdabenne replied to NecroBones's topic in KSP1 Mod Releases
@NecroBones has not logged in since June. And with the big changes to the stock tanks texture handling, this mod may be in need of a refactor, which means someone with a lot of time will need to basically fork it and take it over to rewrite those parts of it. -
ANyone looking at this for 1.5.1? Once Squad moves to 1.6, I am afraid that this will fall by the wayside and we will lose a great mod. Im not worried about the part - someone can convert it to use a proper sized stock fuel tank for all I care. I don't use the part at all. I did a Ubiozor weld of a 2.5m tank, battery & a couple of cheap solar panels, and a big probe core, then added the mod functionality to it with the appropriate changes to mass and cost and quantity. It looks pretty good. I have several varieties depending on the use (fuel, mono, ores, USI materials etc) all docked together. That way I can have a functional space station that doesn't tie me up flying cargo to it. I "roleplay" it as if I'm hiring SpaceX & Elon Musk or Bezos and Blue Origin to deliver things - I just tell them what I want, give them money and they do the rest. Its the code and dll that matter most.