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Everything posted by MaxPeck
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I would say using hemisphere quadrants would be easiest instead of trying to discretely name the land masses and such. NW, SW, NE, SE depending on lat/long. Seems like the simplist answer.
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Well, except it wouldn’t because KTTS is in central Florida, not Kerbin. Plus the runway at KTTS is 15/33. KTIX is a 9/27 and closer to matching the KSC runway, except that’s also in central Florida, not Kerbin. If we use a separate designator, like X, you could just make it XKSC, which is kinda cool.
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I think this is a cool idea. I’ve done this informally for purposes of writing flight plans in Kramax. It wouldn’t be.a terrible idea to standardize them. *puts on Professor hat* So, with ICAO codes, generally the first letter is a region code (ie K is the contiguous US) and then the 2nd letter may be a geographic reference (as with P, which is the Pacific region, but then you have PH for Hawaii, PA for Alaska, PG for Guam, etc). Larger countries (the US, Russia and Canada) just use a region code followed by a 3-letter identifier, which usually mirrors the IATA code for the airport. Each country also has its own naming convention, for example in the US, we give civil airports designators that closely match their name or the population center they service. So, ICAO prefixes I, J, Q and X are not currently used. For the sake of avoiding confusion and not having overlap between real and fictional airports, I would suggest using one of those, perhaps using geographic identifiers to drill down the landmass they service.
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Nice! 14.4 hours of data is impressive! Wish I could get clear enough skies to attempt that. Thats a nice setup you’ve got too!
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
MaxPeck replied to Ger_space's topic in KSP1 Mod Releases
Edit: bad joke removed after sobering up. -
@Mark Kerbin I spent some time fixating on spectrum management when this came out, Instead of using decimals, I offer you my frequency management routine: channels 0-9 are reserved for special use each channel in the double digit category is a planetary net - the first number is the planet, the second is a sub-body or discrete network. Three-digit networks drill it down still further, giving you discrete networks on sub-bodies. For example, for me, 0 is public, 1 is DSN. 10 is Moho General, 20 is Eve general, 30 is Kerbin General. Drilling down in Kerbin, 30 is used system-wide, 31 is used for Kerbin specific, 32 is used for Mun, 33 is used for Minmus. 39 is reserved for special missions. If I wanted, I could drill down further and make 321 Mun orbital, 322 Mun Surface, etc. There you go - frequency spectrum management without having to re-code your mod. Enjoy!
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I second this. I don’t foresee @NathanKell coming back... the precedent seems to be that when devs leave squad, they get unpersoned. Time to just admit this is a new fork and continue development, otherwise you’re always going to be a generation (or more) behind if you hold out for people who probably aren’t going to return.
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[1.4.X] SM Marine, Version 0.9.9.3 KSP xx PSA important
MaxPeck replied to SpannerMonkey(smce)'s topic in KSP1 Mod Releases
Why not just park it on spacedock with a note that it’s unsupported and use is caveat emptor? Barring that, @SpannerMonkey(smce)until you have your supply chain re-established, do you care if we go P2P with the statics? It’s kind of funny, it seems like those statics are one of your most popular creations and yet are the thing you’re least interested in supporting. -
[1.4.X] SM Marine, Version 0.9.9.3 KSP xx PSA important
MaxPeck replied to SpannerMonkey(smce)'s topic in KSP1 Mod Releases
Hey @SpannerMonkey(smce), the statics download link in the main post and in your signature is broken, just throws up a 404 error from dropbox. I was trying to add your statics (can never have too many) and they're ungettable right now. -
Gotta be the Princess Bride.
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It’s like having a big dog in your yard to keep people away from your house. People don’t have to be bitten to know to stay out of your yard, there’s a deterrence factor. Even if the EULA is totally unenforceable, when Joe Sixpack sees a 44 page license agreement he might think twice about pirating your stuff, and that’s the goal. If EULAs were ironclad, there would be no need for DRM... any violation of the license agreement would result in swift punishment for the offender. The thing is more often than not, copyright holders are unable to meet the burden of showing actual damages and the cases are dismissed with the offender getting a stern talking to. So, the industries have taken other steps to protect their IP. After losing time and again, or getting minuscule awards not worth the trial expense, RIAA and MPAA pretty much gave up suing small-one offenders and started going after P2P services. When that didn’t work, they went dirty and started seeding P2P services with viruses. Like @MechBFP said above... ultimately it comes down the the judge and his or her interpretation of the law. EULAs are cheap to write and cost almost nothing to attach to your IP or product, so why not do it? If it discourages 50% of potential pirates, then you’ve gotten your money’s worth out of it. And if you do catch someone distributing your stuff, usually a cease and decist letter will do the trick without getting the courts involved, which companies are kind of reluctant to do for PR reasons. It looks bad when you sue your clients, as the RIAA found out. People were stealing music like crazy at the end of the 90s and RIAA unleashed the lawyers. After they ended up in court against a string of teenage girls and one elderly grandmother (who had the misfortune of owning the IP address that some nefarious P2P activity was traced to), the RIAA ended up becoming one of the biggest villains of the decade. So, in the end, I would conclude this sermon by saying you should just do the right thing, pay for your stuff and don’t sweat the legal intricacies of “if I play KSP on my back porch and my neighbor looks at my screen, did I violate the EULA?!” TT can write all they want in their EULA. If you think they’re monitoring your game use against your will, or intruding into your system because their EULA says so, then I would say learn how to work your firewall.
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You really don’t... companies can’t write things in a EULA that violate the law, well they can but it’ll never carry any legal force. On top of that, EULAs are considered “contracts by adhesion” and are generally the weakest kind. You didn’t sign it, they can’t prove that you’re the one who clicked “accept” and the details of the EULA are deliberately written so as to obfuscate their intent or meaning. A great number of license disputes are dismissed every year because a EULA, from a contractual standpoint, is unconscionable and unenforceable. Just because a company puts a line in a EULA that says “by clicking agree, you grant us the right to come in your house and raid your fridge anytime we want” doesn’t mean they have the actual legal right to do so. Its like with major league sports broadcasts. Courts have long maintained that you actually can record last nights game and watch it later and even keep that copy if you want. It’s called “time shifting” and it’s protected as fair use. That doesn’t stop the NFL from including a strongly worded warning after every game that you may not record in any format, rewatch, replay or tell your friends about the game. They have no legal recourse if you do, as long as you’re not selling copies of the game, but even then there are arguments to be made about broadcasting over public spectrum and whether or not allowing that enters the broadcast into the public domain. In short, just do what everyone does. Shrug, click agree, and promptly ignore it.
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Companies can and do write whatever they want in a EULA. It doesn't make them binding, enforceable or even legal. I started to write a whole long wall of text about this, but the Electronic Frontier Foundation does a much better job... https://www.eff.org/wp/dangerous-terms-users-guide-eulas
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Using Module Manager to suppress some engine effects
MaxPeck posted a topic in KSP1 Mods Discussions
So I'm trying to use Module Manager to suppress smoke exhaust effects from engines in atmosphere, as well as surface jet blast. Both of those grind my system to a near halt while flying in atmosphere. Here's what I've cobbled together, but I'm not a code guru so I have no idea if the syntax is right. Can some of you guys check me here and/or offer ways to do this better? Basically I don't want big puffy clouds of smoke behind my jet/prop/rotor/fan engines in the atmosphere, and I absolutely don't want downwash kicking up dust from the surface - both of which are major performance killers for me. Here's what I've got: @PART[*]:HAS[@MODULE[ModuleEngines]] { -fx_smokeTrail_light -fx_smokeTrail_medium } @PART[*]:HAS[@MODULE[ModuleSurfaceFX]] { @maxDistance = 1 } Or how about this... @PART[*]:HAS[@MODULE[ModuleEnginesFX]] { @EFFECTS { @PREFAB_PARTICLE:HAS[#prefabName[fx_smokeTrail_light|fx_smokeTrail_medium]] { @emission,* = 0.0 0.0 } } } @PART[*]:HAS[@MODULE[ModuleEngines]] { -fx_smokeTrail_light -fx_smokeTrail_medium } @PART[*]:HAS[@MODULE[ModuleSurfaceFX]] { @maxDistance = 1 } Yes? No? Help me out, oh coding masters. Thanks!-
- exhaust effects
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
MaxPeck replied to Ger_space's topic in KSP1 Mod Releases
It seems like a lot of work, but believe me when I say this is an essential mod. Keep up the good work bud, and thanks! Edit after-the-fact: It doesn't look like anything was updated on Github - last entry shows 20 days ago. Of course, I don't know much about GitHub, so it could just be the way it works. -
Question about Unity / game windowing limit
MaxPeck replied to MaxPeck's topic in KSP1 Suggestions & Development Discussion
Hm, it doesn't really though, it just lets you view some hand-picked data in a browser window. What I mean is being able to actually drag windows outside of the KSP window. -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
MaxPeck replied to Ger_space's topic in KSP1 Mod Releases
@Ger_space SPH launch site selector is broken. When I click on it, I get an empty window and an error that says "ArgumentException: Getting control 3's position in a group with only 3 controls when doing Repaint. Aborting." If I try to interact with said blank window, it throws other exceptions that are pretty much the same except describe what I'm doing (ie instead of 'repaint', it'll say 'mousedrag' or 'mouseup', etc.) VAB seems to work fine, it's just in the SPH this is happening. FWIW - I'm on MacOS, KSP 1.3.1, latest install of KK. -
So I work with a few complex simulators at work, both flight and ATC. I was doing some simulation scenario programming on my ATC tower simulator and it occurred to me that outside of the main window, I have sub windows and app windows open all over the place. Why can't we do this in Unity/KSP? It would be helpful to be able to open up windows and then say, drag them to a second monitor, instead of everything being encapsulated within the KSP window, especially if you're using a mod like Alternate Resource Panel or MechJeb or KER. It would be great to have to option to unclutter the flight display if we have the monitor real estate to do it. Would this be implementable through a mod? I don't really know what goes into something like this, I was just curious as I was dragging app windows around in the scenario designer and thinking "Man, this would be great if I could do this in KSP." Thoughts?
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Got a pretty good shot of M101 the other night... 2.5 hours worth of 2 minute subs..
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That seems like the easy part... put the texture in photoshop, play with color, resave it. I mean compared to the rest of what you’re doing, modeling parts with the whole tongue-in-groove system you’ve got going on and making them fit together perfectly is no small task I would imagine.
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I stand corrected - I just went and re-downloaded it to check and there is no FS in the zip. Still, I would think it wouldn't be that hard to put a MM config together to allow texture switch if FS is installed, otherwise, not. That way it's not a dependency, but still available? (says the guy who couldn't write a MM config with a gun to his head)
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Yup.... Konstruction has a forklift, a crane and a few other nifty articulated parts. They’re all KSC yellow too, so they blend in pretty well with yours. One thing Konstruction doesn’t have is a lot of choices as far as the platform you mount it’s things on, so your mod actually checks that box nicely. I noticed your mod came packed with Firespitter, so I assumed there was some kind of dependency. Regardless, can’t you make FSTextureSwitch an optional “if has” as opposed to a “must have”? I feel like that would be a MM thing? I don’t really know a whole lot about the nuts and bolts of KSP coding so I’m just making educated guesses.
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Love airplane plus, and now this is great. I like being able to build purpose-made vehicles and aircraft that aren’t just sideways rocket retreads. If I could make one tiny suggestion, purely for aesthetic purposes... could you consider implementing firespitters texture switch ability and offering us something other than schoolbus yellow? I get the stock-alike principle, but being able to put out some off-white and gray vehicles for use away from KSC would be awesome. I’m sure the warplay folks would love some OD and woodland or digital camo options too. Just a thought. Thanks for putting this together!
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
MaxPeck replied to Ger_space's topic in KSP1 Mod Releases
!! Ok. We need offworld statics. Building KSC on mun wouldn't look right, but how awesome would domes and stuff look? Offworld landing pads... shielded settlements... the possibilities are endless... How hard would this be to implement? Are statics hard to make? I have some 3d modeling experience in Blender, but I've never tried my hand at building KSP assets. Would it be less complicated than making parts and props? -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
MaxPeck replied to Ger_space's topic in KSP1 Mod Releases
@Ger_space Seriously love what you've done with this mod. The terrain decals are genius, and I've got a ton of ideas for use cases. Quick question - do you think they'll work off-world? I'm tempted to try it, but I also don't want to temp the Kraken, and with the way my luck is going this year, I'll place one on mun and smoke will pour out of my monitor. Safer to ask. For that matter, will any of the statics work off-world?