Wardstone111
Members-
Posts
67 -
Joined
-
Last visited
-
[1.7.2] KK Launchers - Delta, Atlas Pack
Wardstone111 replied to Kartoffelkuchen's topic in KSP1 Mod Releases
Now that's just showing off. -
[1.7.2] KK Launchers - Delta, Atlas Pack
Wardstone111 replied to Kartoffelkuchen's topic in KSP1 Mod Releases
You shouldn't need to for the mod to work. -
Will KSP2 have MacOS support at launch?
Wardstone111 replied to KerbalmyButtpleez505's topic in Prelaunch KSP2 Discussion
It shouldn't be too difficult for them. If they use Unity again it doesn't appear to be difficult to port from Windows to Mac and Linux, particularly when Linux worked better than Windows in the early years (with 64 bit). -
I remember trying to get a large number of RO mods working in 32 bit KSP. I don't miss it. I also remember, before going over to LInux, constantly saving and seeing if forcing OpenGL or DirectX 11 was better for saving RAM.
-
Technically we could. Then we became the only country on Earth that got rid of their launch capabilities.
-
In which case, with my very limited knowledge of copyright laws and EULAs, if a claim by Squad or Take Two were made, they would be clutching at straws seeing as no software they own is being used to make the modifications. The configs are made in a text editor, the models made in Blender or some other 3D editor and made compatible with third party software, plugins are made in Visual Studio or MonoDevelop with only reference to the KSP files (nothing included) and the makers of the mods are third parties and not Take Two or Squad. I think, although am by no means sure, that mods cannot be legally claimed by Take Two or Squad. Fan Fiction images probably could be, seeing as they are in game but the community would probably get a bit irritated after a while.
-
I must say I somewhat disagree with the new EULA, although if there was a matter of copyright, I think the mod-maker would probably win, at least where I live, as they have the rights to the configs and code even if Part Tools is used to make the model. However, wasn't it someone at squad who made the Blender Part Tools alternative. If so it will probably be under the EULA.
-
Mukita12 started following Wardstone111
-
Thank you for the re-compile. The mod is working perfectly again. This has become a mod I can't play without.
- 173 replies
-
- reaction wheels
- rotation
-
(and 1 more)
Tagged with:
-
I tried using it in 1.3.1 but it didn't work. I did have quite a few other mods installed but once this mod was removed, the game would load and work fine.
- 173 replies
-
- reaction wheels
- rotation
-
(and 1 more)
Tagged with:
-
[1.4.X] Commonwealth Rockets - Tea Powered Spaceflight!
Wardstone111 replied to CobaltWolf's topic in KSP1 Mod Development
If you want any configs for realism for Black Arrow or Prospero, I have (generally speaking) been keeping the British Rockets mod going. If you want to use the parts, configs or textures you are more than welcome to them under the CC BY-NC-SA 4.0 licence (i.e credit The Wire not me). I still have little skill in Blender or Unity so I cannot help with new models. -
Winston Kerman if my memory is still working.
- 6,461 replies
-
- 6
-
- totm mar 2024
- kerbfleet
-
(and 2 more)
Tagged with:
-
[1.7.2] KK Launchers - Delta, Atlas Pack
Wardstone111 replied to Kartoffelkuchen's topic in KSP1 Mod Releases
I have had no problems running it although I mostly just use the Merlin engines when I need a small but powerful engine.