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Everything posted by MechBFP
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Kerbal Space Program update 1.4 Grand Discussion thread.
MechBFP replied to UomoCapra's topic in KSP1 Discussion
No -
[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
MechBFP replied to TriggerAu's topic in KSP1 Mod Releases
You don’t have to use the guide, but if want to then you can always launch to the east to get the correct orbit. Otherwise just put your manevour node on the exact opposite side of where the guide says (which is a bit difficult mind you to eyeball). -
Lol that was fast.
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Kerbal Space Program update 1.4 Grand Discussion thread.
MechBFP replied to UomoCapra's topic in KSP1 Discussion
The only issue I have with the new decouplers is that because of clipping issues, and the plain gray texture, they are very easy to miss when doing a visual inspection of the ship. I have a couple times already went to add a decoupler because I thought I forgot it, only to realize that I indeed did not, it just blended in with the fuel tank or booster. -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
MechBFP replied to Galileo's topic in KSP1 Mod Releases
Definitely keeping my 1.3.1 version for the foreseeable future. 1.4 is a bit rough around the edges at the moment.- 7,372 replies
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This is caused by forcing the game to run with direct x 11 or 12. There is a bug in the bug tracker with this same description Check your command line options on th shortcut or in steam and see if you are forcing a specific direct x version. Edit: From the tracker “Parts are not showing correctly if game runs with -force-d3d11 parameter.”
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Kerbal Space Program update 1.4 Grand Discussion thread.
MechBFP replied to UomoCapra's topic in KSP1 Discussion
Ya mine doesn’t look like that lol. I’ll have to take a screenshot. -
Kerbal Space Program update 1.4 Grand Discussion thread.
MechBFP replied to UomoCapra's topic in KSP1 Discussion
Does anyone else find some of the new special effects glitchy or just plain bad looking? For example, when I use some of the SRBs, I get these kind of circular flashes/strobing of light that seems really glitchy. The re-entry fire effects also seem super jagged (looks like a hand drawn Christmas tree to be honest), and the splash down effect seems really fuzzy and ugly. -
Kerbal Space Program update 1.4 Grand Discussion thread.
MechBFP replied to UomoCapra's topic in KSP1 Discussion
Music doesn't work in Admin Building, Research area, Astronaut building, or Mission Control. -
How exactly do you expect the court to define “appropriate” without damages? The only instances this would apply would be if you made a profit off of their IP (like selling mods), and then T2 could claim you owe them the profit you made without having to prove they were damaged by it (which most of the time they wouldn’t be in the legal context). As such I don’t see the issue. That is pretty standard stuff.
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Nice! You should understand the importance of contra proferentem then.
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I am not a lawyer but I do have education in contracts and how the courts handle them as a part of my job, so I’ll leave that up to whoever is reading this to decide who is right. Also yes, that is what’s contracts are like. I know it seems stupid but the point is to cover all your bases for now and in the foreseeable future.
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The thing is that statement is completely meaningless. You HAVE to prove damages in court, plain and simple. I can make a contract saying a bunch of ludicrous stuff too, but it is never going to be enforced by the courts. The only reason those statements are there is in the event the law changes and there is a 1 in a billion chance it is applicable. This kind of meaningless crap in contracts is why I hate them with a passion.
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I did forgot to mention that it does depend on the licences the mod author uses as well. Obviously if they use a GNU type license then whoever can do whatever with it as they please. Also who owns the mod depends on what software you used to make it. For example if you wrote C++ code in Notepad then Microsoft technically owns it lol. But as long as you don’t use anything provided by T2, they definitely don’t own it, no matter what their silly EULA says. Basic copyright/intellectual property rights override that (assuming you used software to create your mod that doesn’t claim rights over it)
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Time and time again the courts have proven that these EULAs are essentially useless if they violate the users rights. When it comes to mods, unless you upload a mod to a service they maintain, they have 0% claim to the mod or it’s copyright. As such for anyone worried about them stealing your code/mod, simply maintain it on a third party site like git hub and you are good to go. Now they could still steal the idea, and unless you plan on suing them (which would be fairly pointless since you would be hard pressed to actually prove “damages”), there isn’t much you can do about that.
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SorryJohnny, but discussions are meaningless drivel without facts unless you are having a philosophical discussion. Someone deconstructing your post is completely valid. If you don’t want to validate your opinion with facts, that’s your decision, but to complain that someone else disagrees with you instead of just allowing you to spout whatever you want unchallenged? Seriously? The world doesn’t work that way.
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Why not make an upgrade in the tech tree that allow compressed fuels to be used later on? (Increase the volume allowed in a tank by 3 times or something like that) Maybe even reduce the overall EC required to cool it slightly since it is all in one tank. In general I have the same problem as other users right now, these engines simply aren’t worth it 90% of the time. The problem with having them as an upper stage is that I need to be able to generate enough electricity to prevent boil off, which either means nuke reactors or many heavy solar panels. In GPP in particular, this is a major problem for the more distant planets as solar because useless, and nuke reactors need tons of expensive fuel to last long enough.
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[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
MechBFP replied to Nertea's topic in KSP1 Mod Releases
I just realized yesterday that even if I have the power setting at 1%, as soon as a throttle up it increases the power setting as well in line with the throttle. Before I knew this I kept on having to shut off the reactor after every burn to prevent it from overheating, and I was either burning at 0 or 100% throttle lol. Now I can generate electricity to keep my LH2 from boiling off without the reactor melting down, and be able to control the ship properly as well! -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
MechBFP replied to Nertea's topic in KSP1 Mod Releases
Is the Scylla engine intended to overheat unless ran at 100% throttle while at 100% power setting? Considering the heat it generates, that does make sense. -
[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
MechBFP replied to TriggerAu's topic in KSP1 Mod Releases
Thanks mate! Don’t know how I missed that before! -
[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
MechBFP replied to TriggerAu's topic in KSP1 Mod Releases
Actually it resolved itself. Simply restarting the game (or computer) fixed it. Don’t know why it got screwed up during that session, but haven’t ran into the issue again. The only issue I have now is that the Transfer Window Planner and KAC times don’t match up. I posted this in the KAC thread as well, but haven’t heard back from anyone. The problem is that whenever I set an alarm through the planner, it always alarms in KAC 4 days too early. The transfer window shows the correct departure date but for some reason makes the KAC alarm 4 days earlier. -
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
MechBFP replied to politas's topic in KSP1 Mod Releases
Ah, good ole TLS problems. Been dealing with this repurposed bovine waste enough at work, so not surprised this is finally hitting the consumer level. -
[1.8.x+] Strategia [v1.8.0] [2019-10-22]
MechBFP replied to nightingale's topic in KSP1 Mod Releases
Unfortunately I needed to uninstall this mod because it completely breaks the balance of career mode. With Media + Private Industry, I get -105% off launches, which means I actually MAKE money the more expensive my ship is, lol. -
KSP Interstellar Extended Support Thread
MechBFP replied to FreeThinker's topic in KSP1 Mods Discussions
That is fair. However it seems to impossible right now to make anything with any useful payload and still have a decent TWR (0.5 or higher) unless I use the Vista drive. In fact based on my testing there is basically no reason to use anything but the Vista drive, as it has amazing DV, TWR, and is able to do all of this on a pebble bed reactor with a thermal generator and some radiators Is the Vista drive OP compared to the rest of the mod? I haven’t unlocked the antimatter tiers yet, which I assume will have better tech than the Vista, but considered how early you get the Vista in the community tech tree, it blows everything else away in the meantime.