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Lisias

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Everything posted by Lisias

  1. No. It IS a potential trademark issue. The user is not asking if he/she can use the assets from KSP2 (what would be a copyright issue). The user is asking about using the names (what's not a copyright issue - but can be a trademark issue). Additionally... Please remember: USA is a Common Law ruled country, the current IP owner is a USA Company, we don't know if the next IP owner is also a USA Company, and the trademarks on a Common Law country works differently from a country ruled by the Roman Law. You don't need to register a mark to own it on USA, you are exercising the so called "Common Law Trademark", and this is defensible on a Court of Law. As I said before, Copyrights, Trademarks et all are a royal pain in the cheeks.
  2. If they are trademarked, yes they are. Try to sell something with the name "Mickey Mouse" nowadays (I only know a single case of success, to tell you the true). I had seen lawsuits about names before - but, as I had said before, Companies can sue us by picking our noses while playing if they find a way to profit from it, so some of that lawsuits I'm aware could be just legal trolling (it happens). Copyrights and Trademarks are two completely different things, anyway. In a way or another, I still suggest to handle the case as they would be protected this way. There's nothing to gain in doing it or not, but there's potentially something to lose by not doing it. You are dealing with their IP in a way or another: if the names are not defensible, they will use something else that is. Absence of evidence is not evidence of absence. Valve choosing not to exercise their rights doesn't means they don't have such rights See the Mickey Mouse example above.
  3. Theoretically, the owner of the IP can sue any of us for any reason they would like, like picking our noses while playing. If the Clerk will file it, or the Judge will not dismiss it, it is a completely different history. So, a better question would be "would the new IP owner request me to take down my mod if I do it?", and the answer is... maybe, but I don't see why they would do it as long you don't charge money for the add'on and make clear that KSP2 "owns" the names you are using - i.e., you acknowledge the trademarks and don't claim they are your own. The absolute majority of cases I had see about were about defending the trademarks - the companies are compelled to sue you because otherwise they risk losing their rights. But with you acknowledging they are the legal owners of the names you are using, you remove this variable from their equation. Unless when led by pathological narcissists (some are, unfortunately), Companies only sue people if they are going to lose something if they don't, or if they are going to gain something if they do. Keep this in mind, and you will dodge a lot of legal bullets in the future by preventing them from being fired at first place. You would be using these material in the claim of Fair Use (or Fair Dealing in UK, or whatever) - but this part you don't need to state on any document, it's necessary and sufficient that you state correctly who owns what, and this is enough. In legalese, less is usually more. Modding in general are a somewhat gray area - we here on KSP¹ were incredibly lucky on being part of a development process where modding were not only encouraged, but actively promoted by the (at that time) IP owners. We have even (mostly) clear rules about what is permissible or not around here. To the best of my knowledge (and this is the time in which the Law demands me to say "I'm not a lawyer, please seek professional counseling to confirm my opinions"), you should be fine by doing it, as long: Do not even imply, by omission or whatever, you "own" any involved Copyrights and Trademarks. Make clear who owns what. It's the reason I spam my repositories with a file called NOTICE. Promptly comply with a rightful take down notice from the IP owners. You are entitled to ask for proof of ownership, but usually you will know they are the owners because they will hire a lawyer to reach you. You are also entitled to fight back, but... What you would gain by doing it? What you would lose by not doing it? Always answer to yourself these questions before attempting anything legal. Don't devalue yourself neither. Even if the "worst" happens, you can relaunch later your add'on changing the names. You will still own anything you create yourself, you are only liable by using what others created themselves. Copyrights, Trademarks et all are a royal pain in the cheeks. It's unfortunate we, pro bono authors, have to deal with this crap, but... Life is what life is. Don't hesitate to ask for further information - or even evidences to confirm anything I said. In fact, I strongly encourage you to doubt anything and everything and ask (perhaps privately) for evidences (what I will gladly oblige). Cheers!
  4. Continuing with the ongoing current project: After "fixing" the LKO Crew Shuttle by putting the project back on tracks, Bill proceeded to review and update the related projects (Launcher and the Mün Shuttle Variant and her respective Launcher). Nobody dared to stop him at this point, he was triggered! _ All right! Who was the crazy SAS that cooked up this Mün Shuttle Launcher?? I don't know if he's a genius or a madkernal, but the damned thing works! - exclaimed Bill, between scared and amazed - I have to ask: it was Jebediah? _ I hear someone call by my name? Ah, this? Yeah, it was me. I'm playing lately with this cute Space Sim called Human Space Program, and I found this concept on a post on their Forum. You should try it, Bill. It's a cartoonish space game with pretty hilarious characters obsessed with things like economics, survivability and safety - besides failing spectacularly on all of them now and then! _ I don't know what scares me more: you being the one coming with this solution, or from where you got it... Anyway, it works. And better than the LKO Launcher, besides being a bit pricey. But its clearly an amateur job (no offence intended). _ None taken! - replied Jeb - I am an amateur on engineering after all! But I'm looking ahead for your next flight lesson... _ Fair enough... - said Bill laughing. Now back to business. You over engineered the thing a bit: too much (and complex) stages and, incredibly enough, you are wasting some fuel in exchange for... stability and safety! Was you feverish or something? _ - Jeb _ It was a good job, anyway. Just not optimal. Here, this is new blueprint... _ See, with 4 TT-70 Decouplers instead of two, we could redistribute better the stresses over the Shuttle's wings and got rid of that engine assembly behind them - it was the only real"unsafety" by the way, as any RUD there would surely cause that small tank you used to connect the engines subassemblies to collide into the wings, dooming the Shuttle. _ You also is wasting a lot of fuel, besides using 6 Hammer SRBs on launch. Fuel is cheaper than hardware, granted. But they are expensive on mass and mass is very costly. I replaced the 6 Hammers with 4 Thumpers, just a bit more expensive, but with a hell of an extra stamina allowing to reduce a lot the amount of fuel tanks. It ended up being cheaper this way! _ On the other hand, I kept your idea of jettisoning the empty fuel tanks from the main boosters. Clever, you saved some fuel doing that. I also liked the sepatrons being used as retro-boosters on the main booster, guaranteeing them to be deorbited instead of littering the LKO with space junk. _ In a way or another, the Mark 2 Launcher has 7 less parts and is ~4,500 cheaper. _ Bill... - replied Jeb - By shoving the Reliants on the Shuttle's back, you are not making her wobbly after jettisoning half of the main booster's fuel tanks? _ Yes. She was wobbling a tiny little bit before, but now things are somewhat worse. I strongly suggest you to manually jettison them before circularization. I could not program MechJeb2 to reliably stabilize her in full thrust after that point. You will have enough fuel to do it with the Valiants, so this will not be a problem. I ended up adding some extra monopropellant and RCS linear thrusters to help on the matter. _ Wait! - interrupted Jeb - I'm seeing it right? Is William Kerman doing a... GAMBIARRA? _ Yep... - complied Bill somewhat embarrassed - Sometimes it's the most practical solution, indeed... _ Anyway, I just had set up the Simulator. Go taker her for a ride - remember to jettison the Reliants before they became too much for MJ2 to control her. _ I wonder if there's something more I can do for her... - said Bill to himself as Jeb rushes to the Simulator with a menacing grin in his face. Full details and craft downloads here .
  5. Perhaps not. Take 4 weights (didn't even tried to calculate how much mass you need on each), tie them in your wrists and ankles. Then: Close your legs and spread your arms. Twist your body below the waist to the right; Spread your legs and close your arms. Now twist your body above the waist to the right; Rinse, repeat. I doubt the physical efforts will worth the stunt (not to mention managing to rotate only on the desired axis), but just for the sake of the bragging rights, yes, you can rotate in space without expelling or touching something without Newton deciding it's time to update his résumé. Someone knows someone that can talk to someone on ISS? This may be something fun to try if they have enough space somewhere there. Additionally, since space is curved, if you are orbiting something you can tie some weight on a long rope and tie it your feet and then throw the weight away slowly so the rope elasticity don't bring it back when the rope stretchs. The Gravity Gradient will, eventually, put you in a radial out or radial in position and you will stay there, slowly rotating to keep your attitude. You can even "swim" on a curved space. https://www.science20.com/hammock_physicist/swimming_through_empty_space
  6. So, coming back to my little project I started: After the (surprising) good results from Jeb collaborating with the R&D on the Mün Crew Shuttle Launcher, I decided to summon Bill and Val to the project. When something appears to be too easy to be true, it's because it's usually is! The Shuttle project, besides solid, was deemed unfeasible during a more thoughtfully CBA. It's relying on parts from too much advanced tech levels, demanding some expensive upgrades on the KSC facilities - not to mentioning the Science points to unlock them on the tech tree. _ Why you are using the Big S parts on this project? - asked Bob - You are delaying the production of the vehicle by more than 1.6M on R&D upgrades, and about 850 more Science points - we would need to research Heavy and Experimental Aerodynamics just for these 3 parts. The upfront cost is just too much high now..." _ I hate to wave that wings, in special the Big S elevons... - counter-argued Val - I tried the project on the Simulator, and flying her is really a breeze even on reentry - except by that crappy settings for the Landing Gears, it's like riding a crazy horse on a rodeo. Jeb, did you ever tried a landing on the Simulator? _ Uh... Landing? This Shuttle is supposed to land?? - answered Jeb with the tongue on his cheek, the closest of an admission of had forgetting it you could extract from him... _ Okie Dokie, interrupted Bill, spawning from nowhere. Less talk and more action. I fixed the Shuttle project while you were discussing, this is the Mark 1 blueprints. You guys also forgot a radiator, were you planning to cook some PAX? Good thing I crashed your party, uh? Val wasn't exactly happy on the Simulator - the Mark 1 stalls a bit sooner and needs more elbow grease to fly due being somewhat more unstable and having a bit less lift than Mark 0. _ I kinda liked it, put some guns on it and it will be a nice heavy fighter! - said Jeb - but you are going to need some vomit bags for the PAX. _ I'm going to land her too hot for relying only on the wheel breaks now. How about some chutes? We can TweakScale them too, right? - complained Val. _ I have a better idea. There's this dual elevons configuration, together they double as airbreaks. - said Bill. Try her now. They also should help on the stability issues. _ Val, take your VR helmet. Let's give her another try. Did you know that we can take her off from the Runway? It's only 150 seconds of full trust, but it's enough for a smoke test on the handling and landing capabilities! _ Okay Jeb, but I will pilot her. I saw you and Bill doing a Cobra Maneuver over the runway before touchdown instead of using the air-breaks, you maniacs - and I just had lunch... Full details and craft downloads here .
  7. Easily fixable. See below! Unsure if anything SHOULD be made about. It's possible that the root cause is already fixed, but only by inspecting the real date of every affected page (what will demand a bit more of code from my side) to be certain. What I know for sure is that there're occurrences in 2011, 2013 and 2016, and that there's currently a maximum of 5450 hits (unaccurate, I didn't sanitized the November data, so there're some double hits, and it's not impossible that a page could have more than one occurrence, and I'm only counting one per page). All but 4 hrefs are related to link to a profile, being the reason nobody detected it before I think. These 4 occurrences, on the other hand, are pretty ugly (really messed up html code) but is not related to topics or posts, so are harmless for our needs. In a universe of 1.78M of urls (until this moment), it's less than a drop on the ocean statistically. So, definitively, it's not a MUST be done. But something CAN be done, if needed. This is a simple html page: <html> <head> <title>Hello World</title> </head> <body> <h1>Hello World!!</h1> <p>Hi Bob! <a href="https://for-all-mankind.fandom.com/wiki/Hi_Bob">Click Me!</a></p> </body> </html> This will render an web page titled "Hello World" (the string that appears on the browser's tab), and a blank page with "Hello Word!!" in big letters, and with "Hi Bob!" em normal letters below, followed by "Click me" that it's a link that once clicked will open the page in fandom. Now, I want to create a program that would generate a page like that, but using different values for the salute and for the link - but instead of creating manually one page for each possible entry, I use a template engine with a... well... template for the page and a database with the values and then iterate these values on the template engine, that spits the html code to NGINX, that so sends the page to the user's browser. So, imagine a database with the following dataset: SALUTE URL Hi Bob! https://for-all-mankind.fandom.com/wiki/Hi_Bob Hello there children! https://www.urbandictionary.com/define.php?term=hello%20there%20children And the following template: <html> <head> <title>Hello World</title> </head> <body> <h1>Hello World!!</h1> <p>${SALUTE} <a href="${URL}">Click Me!</a></p> </body> </html> And them I write a "Forum" that reads all the lines of the database one by one, and apply the data on the template, generating a different page by replacing ${SALUTE} and $URL with the values found on the database, selected by something in the user's browser address bar. And now I can change the page layout on the template, and all I need to do is to rerun the template engine again to regenerate the new pages. It's, literally, the programmatically equivalent of a Word Processor's Find & Replace. Now, what happens if I do a typo, and instead of typing "${URL}", I do just "{URL}"? Well... <html> <head> <title>Hello World</title> </head> <body> <h1>Hello World!!</h1> <p>Hello there children! <a href="{URL}">Click Me!</a></p> </body> </html> Because the template was looking for "${URL}", it didn't replaced the text on the href, and then when the user clicks on the link on the rendered page, an error occurs. What happened on Forum is similar. Some template was (is?) wrong. Instead of "<a href=${___base_url___"/${user_profile}>${user_name}</a>", someone made a mistake and typed "<a href={___base_url___"/${user_profile}>${user_name}</a>". Go to one of the indicated topics (or threads - I'm using the code's terminology here), and ask the Browser to see the page's Source. On the source, look for "___base_url___". You will notice that this weird string should be replaced by "https://forum.kerbalspaceprogram.com" to make things work. It's a typo on the template used to generate the content, it's missing a "$" before the "{" on the source code , so instead of replacing the text with the desired value, it's handled like content and spit it ipsi literis into the html.
  8. I found something weird on the Forum's content. I found these two URLS on my "ALL" report this month (not meaning they weren't there before, I just noticed them today): https://forum.kerbalspaceprogram.com/%7B___base_url___%7D/index.php?/profile/128696-killashley/ https://forum.kerbalspaceprogram.com/%7B___base_url___%7D/index.php?/profile/42312-alexsheff/ Note the "%7B___base_url___%7D" substring, that unencoded gives us "{___base_url___}". Obviously, it's a typo somewhere in the code (believe me, I'm expert on typos! ). Almost surely is a missing "$" after the opening curly braces. Curious about the issue, and knowing that this kind of issue reproduce like rabbits I coded a quick report for all the occurrences on the current (and WIP) WARCs , but there're too many to list them here, so https://github.com/net-lisias-ksp/KSP-Forum-Preservation-Project/issues/15 The earliest thread with the problem is 278, and the biggest id is 209425. Follow some of them: https://forum.kerbalspaceprogram.com/topic/278-this-is-a-topic-for-all-them-crazy-dutchbelgian-people/ (2011) https://forum.kerbalspaceprogram.com/topic/181547-181-1-please-fork-me-kopernicus-kittopiatech/ (2016) https://forum.kerbalspaceprogram.com/topic/209425-ksp1-computer-buildingbuying-megathread/ (2013!!) Curiously, the thread ID 209425 is way older than 181547. NEWS FROM THE FRONT Internet Archive is fully functional again! So... Release for the 2024-10 is finally online into the Internet Archive torrent. https://archive.org/details/KSP-Forum-Preservation-Project
  9. Whoops.. what expires in 1.5 hours are the cache (and right now I can't find the source, so better to take this with a grain of salt). Sorry. But the discord's links are set to expire in 24 hours, what's bad the same. https://www.bitdefender.com/en-us/blog/hotforsecurity/discord-tightens-security-with-temporary-file-links
  10. Not exactly a question, but a suggestion. Would be feasible to block images being posted from the domain cdn.discordapp.com ? Such images are available only for 90 minutes, 24 hours and so anything linking to it is, essentially, littering Forum.
  11. I know squat about how Kopernicus works but... it's possible to hot redefine a Celestial Body's gravity? If yes, you can try to simulate the Lagrange by adjusting the "black hole" gravity according to the kinectic potential energy of the approaching vessel. Vessels coming too hot would trigger a no gravity state, while vessels approacing the point within a defined range of kinectic potential energy would trigger increasing levels of gravity. Let's call these... "Black Roles". Obviously that this brings a whole new set of problems, like what to do when a second craft is approaching. But it may be an acceptable solution if we manage to solve these new problems.
  12. Medevac for injured astronauts doing EVA to the Lunar Base for the Artemis III.
  13. NASA is granting 45K USD to who design a rescue mission for Astronauts on Moon! NUFF SAID! https://www.herox.com/NASASouthPoleSafety
  14. I had ran out of "decent" ideas. All I had left are... well... guesses. Let's try an educated one... I had noticed that from the 3 error.log you published, two had a stackdump from the crashed thread like this: Stack Trace of Crashed Thread 19680: 0x00007FFA5FAD2BC4 (UnityPlayer) UnityMain 0x00007FFA5FAD2D32 (UnityPlayer) UnityMain 0x00007FFA5FA97F98 (UnityPlayer) UnityMain 0x00007FFA5FC05ED8 (UnityPlayer) UnityMain 0x00007FFA5FC06F3C (UnityPlayer) UnityMain 0x00007FFA5FC06007 (UnityPlayer) UnityMain 0x00007FFA5FC06317 (UnityPlayer) UnityMain 0x00007FFA5FC07460 (UnityPlayer) UnityMain 0x00007FFA5FCF2D68 (UnityPlayer) UnityMain 0x00007FFAD205259D (KERNEL32) BaseThreadInitThunk 0x00007FFAD3AAAF38 (ntdll) RtlUserThreadStart Not even the addresses had changed between the error.log from Crash_2024-11-18_154605485 and Crash_2024-11-20_004532304 , the only difference is the thread number: 7648 on one and 19680 on another. So, whatever is happening, is happening inside Unity, and may not be being caused by the PQS - perhaps the PQS is the screaming victim on this ordeal: something inside Unity gets screwed, and then PQS by some reason dies on a NRE due it before Unity completely lose it and dies too. Since on at least one of the crashes the thing happened on FAR instead of PQS, this hypothesis is not without some teeth. Well... Now let's roll some dices. I know that Unity makes use of spinlocks and busywaits. And I had had problem with these things in the past. Some long past, from Turbo Pascal borking on the "fast" Pentium MMX at 200 MHz to Windows 95 doing the same on the newest Pentium IV at 2GHz. The problem? There was code relying on busywaits to sync things, but with the CPU running at "lightning speeds", the loop counter couldn't hold the number of loops needed for that processor and so everything relying on that sync routines gone down in flames. What if your problem is being caused by something like that? Do you have how to "underclock" your CPU? Throttle it down to half to see if something changes? Ok, it's a guess, but it's not a (completely) wild one.
  15. It just came to my mind now... Did you tried a Steam Integrity Check (if installed from Steam), or reinstall a completely pristine copy if KSP from the original packages? (only relevant if you are running from SSD)
  16. That's the whole idea. You can add anomalies, remove them all, you name it - KT will find its way. No to mention that you can create your own mission templates too for any extra anomaly you add to the planetary system. (Contracts for anomalies are only presented for anomalies you had discovered)
  17. "If you don't schedule the maintenance for your equipment, the equipment will schedule it for you." Same for your home. I finally got screwed by my eternal postponing maintenance of my home (initially schedule to be done in 2020, but... Pandemonium happened). Now I lost 2 days of work and paid a beefier bill by not had done it before. Irony: I was planning to do that this holidays. Oh, well... I can't even curse my luck, because things were going to get eve worse later. Count your blessings. And schedule that maintenance.
  18. I can get 60 frames per second on my potato. I install Better Time Warp and change what a second is.
  19. Your game is good. I checked the last line of the log, and it have the "good bye" from Unity. (OnDestroyApp or something - I'm on mobile). This problem is a annoying, but harmless. I think I know what's happening! Steam ihas a thingy called Overlay, using a Unity feature. It's essentially an alien code running together the game inside Unity. By some reason, the Overlay is not finishing at program exit, and Unity stays waiting forever for it. If I@m right, deactivating the Steam Overlays will fix the problem!
  20. You forgot to type a @ before my name! I would had see it a bit sooner! I got your log, and I have bad news... The KSP process suffered an "instakill", it hadn't time to log the problem on KSP.log. You will need to send me the Player.log. Now... I have a good guess about what is happening, but I don't have the slightest idea why, because it just shouldn't be behaving this way if I'm right: there're missing dependencies on your GameData. You need: To install FireSpitter (or, at very least, FireSpitter Core) Delete the file "C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\AirplanePlus\Plugins\AirplanePlus.dll" I just realized I borked the dependencies. Krap. I'm pushing a hot fix. None of these problems caused CTD's in the past, this is a new misbehaviour - or perhaps not exactly, your CPU is a i7-13620H, and I have solid evidences that KSP is getting some heat from assymetric CPUs (thingies with E-Cores and P-Cores). In a way or another, check that github in a couple hours. === == = POST EDIT = == === Indeed, I had borked the dependencies. I issued a hotfix. https://github.com/net-lisias-ksp/AirplanePlus/releases/tag/RELEASE%2F26.6.2.2 However... IT DOESN'T EXPLAINS YOUR CTD. Can I ask a favour? Reproduce the crash again, and then send me the Player.log. I need to check what's going on there. My rig DIDN'T CRASHED when testing this thing.
  21. The best KSP ever was 1.2.2 . KsP 1.4.3 is the second best, once you finally adapt th3 add'ons to it. KSP 1.3.1 would be the best If it had the 1.4.x. wheels. Now, excuses me while I duck under the desk.
  22. I forgot, sorry. But there're more people around here that may not be aware of that, being the reason I am sometimes repetitive - to be sure that not only my direct interlocutor is aware of the situation. For personal archival, anything goes. You are allowed to keep personal backups of data, no matter what they say - the whole DMCA drama was created in the 2000s exactly because "they" (big copyright holders) didn't managed to overturn this law and, so, had to criminalize decrypting data so they could have an edge on personal backups. My whole efforts on doing it the "hard way" is exactly to allow publishing this data in the case this Forum goes titties up. There're some thoughts about it here: https://github.com/net-lisias-ksp/KSP-Forum-Preservation-Project/issues/14#issuecomment-2445076588 The most interesting, IMHO, would be a service to be used on documentation and links on 3rd parties sites (like SpaceDock), and this service would automatically http 302 temporary redirect to the Archive (or one of the mirrors, I don't want a single point of failure) if Forum is down, otherwise would http 302 to forum itself.
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