dskzz
Members-
Posts
23 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by dskzz
-
You can check up the MOLE mod by Angel 125. Yup its a great mod, so much so that it got me into the whole Pathfinder thing which unfortunately doesnt play well with Kerbalism
-
Finished reading the Three Part series, Blue Gemini et al. By Mike Jenne. Or well, I audibled it. So it's about a "theoretical" USAF program to use a specially modified Gemini with a beefy radar, a deployable wing instead of a chute, and a special satellite killer tool. I mean, for a space geek, and a military hobbyist, IT WAS AMAZING. Also talked alot about the MOL or which is currently modded in game as the MOLE, covers the Russians, smoking on spacecraft, a Russian nuke satellite, etc, MACV SOG. And the terrifying bugs of an early space program of course... Very cool. And bonus, the engineer is the hero, the stuck up pilots get no love unless they are on a redemption arc. There's not enough of those sorts of books. Like historical fiction set in a modernish space program...like For All Mankind. Which is battling deadwood for GOAT status. I'm also starting 'the Apollo murders' which sounds very promising. So curious, have any of u read? Any modders want to take a Crack at this? Anyone suggest other good space program fiction? Please don't say the expanse I've been through that series a dozen times often w ksp on the other monitor
-
Baby steps, roger that. Let them feel their way into a new paradigm. The news that KSP is trying something new, bold, brave, where no Kerbal has gone before... it would boost interest and therefore sales apart from anything else. But we'd need someone from the developer to actually talk to us first. Is there any indication they are reading the forums? Anyone with a direct connection to someone with some juice at T2?
- 373 replies
-
- 1
-
- ksp1
- source code
-
(and 2 more)
Tagged with:
-
More I think about it this is probably the most ideal situation possible. Given everything, including the history, the atmosphere and philosophy esp of the modders but also the userbase, and the original developers (ugh Squad vs Take Two comment duley noted). Also that side note of KSP being the most fun thing you could put on a school PC since Oregon Trail ie there being a public good inherent in the game's continued proliferation that you dont see in like oh Gears of War or such.... And really this could be a neat business model or even like paradigm, fans driving the development of the sequel from outside the studio by efforts at keeping up sales of the original. Ugh again, if it was Squad Id say they had the stones and attitude to really turn that into something, TT..? Seems like right here and now, KSP is uniquely placed to try and take a slice from the hide of the closed source corporate dragon
- 373 replies
-
- 2
-
- ksp1
- source code
-
(and 2 more)
Tagged with:
-
[snip] There's a finite universe of people who can actually compile from source and I'd bet that most of them are the exact sort of people who would love to contribute/pay/support KSP in the first place. Therefore that is not a vector for revenue loss. Reuse of assets can probably be accomplished without source code, right? Images and textures for example are often packed into an executable file. As for like the 3d animations, well, honestly its not like Jeb or random rocket parts are that hard to string up and animate. And you dont need to include those in the Git repo anyways; Space Engineers specifically doesnt. So then there are only 2 arguments against opening the source - someone rebuilding the thing wholesale with their own assets or someone using proprietary algorithms in their game. Assume someone made a knockoff using source and their own assets, like with Smerbils or something. Yeah thats a cease and desist all day. IF they could get Vanilla Ice on Our House, yeah doubt Smerbil Space Program would stand up in court. And would that even make money, with the original thing and the anticipated version 2 upcoming? Doubtful. OTOH if the game isn't close enough to KSP to cease and desist, then it really wouldn't impact the sales of KSP then would it? As for argument 2, proprietary algoriths...apart from maybe the physics engine there's probably nothing especially proprietary in there anyway. I mean its running Unity, not some custom blazing fast 3d rendering pipeline that yeah you woulnt want to put out there. Doubt anything is proprietary enough to outweigh the benefits of keeping KSP 1 rolling, commercially viable and still supported by new hardware/platforms. At least while we all wait for 2 to be feature complete. Sure over time revenue drops but there are always an opportunity to expand your market share so long as you do continuous dev - look at Paradox's multi year flagships, EU4 what a decade old still maintained? So yeah keeping KSP up to date with new stuff, Win 11 in particular - with community supporty (and dont tell me approving checkins would be an issue, hell let the top 5 modders run the verification) = continuous revenue stream. I think the whole concept of closed source gaming esp on platforms like Unity is a boogaloo inherited from the days when yeah most pc gamers could have built their games from the source code - simpler games and more sophisticated userbase - and smaller games, and distribution was more difficult - Gamestop vs Steam. And maybe the idea that FOSS is not commercially viable (wrong, OK no one is going to make money selling gnu tools but grep is hardly KSP!) leads people to conclude that opening their source code up would then kill commercial viability . Bottom line: the new universe of PC gaming has made the obsession with locking your code in a vault where it would never again see the light of day totally asinine. Its Napster level disruption. And frankly, if there was a game, game company, and userbase that was perfectly positioned to blaze a new trail forward on controlled--open source commercial gaming, it is KSP, the amazing modding community, and its loyal band of Jebstranauts
- 373 replies
-
- 4
-
- ksp1
- source code
-
(and 2 more)
Tagged with:
-
Dude this is SUCH an amazing mod. I love sticking all the vendors on my rockets and finding excuses to use all the warning labels and such. And love how it wraps. Very innovative. Great work!!!
- 409 replies
-
- 1
-
- decals
- totm july 2020
-
(and 2 more)
Tagged with:
-
IT was the KSC version. Happy to report I removed Val Kerbin's helmet and she didn't explode. I keep several ksc directories siloed off from Steam, hard to make sure all the versions are updated. And just got 16 gigs of new ram, so maybe went a little wild with more mods. Thanks again for your help!
-
Hi -- first - amazing mod...but am having a really weird bug. I've confirmed that this is the mod that is causing the problem - and Im sure its interacting badly with the other like 1000 mods Im using, but yeah... so anytime I send a kerbal out ON KERBIN... (so far...new careet)....on EVA he/she explodes. I get a message, its too cold. SOmetimes they will come out wearing their helmet, and I tell them take the helmet off...and they explode. Anyone else experience this? Heres ksp.log- https://filebin.redpill-linpro.com/d3x9cd5vb1ijyobo/KSP.log
-
Kerbal Construction Time/StageRecovery Dev Thread
dskzz replied to magico13's topic in KSP1 Mod Development
Hi -- first - amazing mod...but am having a really weird bug. I've confirmed that this is the mod that is causing the problem - and Im sure its interacting badly with the other like 1000 mods Im using, but yeah... so anytime I send a kerbal out ON KERBIN... (so far...new careet)....on EVA he/she explodes. I get a message, its too cold. SOmetimes they will come out wearing their helmet, and I tell them take the helmet off...and they explode. Anyone else experience this? Heres ksp.log- https://filebin.redpill-linpro.com/d3x9cd5vb1ijyobo/KSP.log -
Hi @linuxgurugamer first let me say you are a Kod among Kerbins for all your mods. Thanks for many hours of awesomeness not otherwise possible without your great work on KSP. OK so down to business. Got a CTD that keeps happening. It hit everytime I am in/going to VAB. OR the SPH. It's intermittent about every half hour or so. Usually I get no log trace, this time I did and in common.txt it looks like EditorExtensionsRedux. I hope this is the culprit and that it can be fixed its the last thing keeping me from a perfect as possible ksp experience... This is the error.log stack dump. All of the CTD's have the same sort of message - access violation to a valid memory location (ie not 0x00000000) and all have the same EIP instruction set which the opcode is for mov which make sense given the error https://pastebin.com/0fsReNXz Too big to pastebin the rest of the stuff... This is the common.log https://1drv.ms/t/s!AhBGIkI6WIgGgcQOomO1uq7UzyTwvg?e=oZVykQ This is KSP.log https://1drv.ms/u/s!AhBGIkI6WIgGgcQMt1_TW5dIEqJEBw?e=fI0pYG This is from the Exception Detector https://1drv.ms/u/s!AhBGIkI6WIgGgcQNoYhIfaLxF4GbCw?e=9lja4q Anything I can do to help let me know I can fork the repo and do some extra testing. Thanks
-
[Old] KSC Extended - v2.2 - Expanding your KSC in style!
dskzz replied to Damon's topic in KSP1 Mod Releases
Mekan1k yeah I confim this, the update broke it- 403 replies
-
- ksc
- totm march 2020
-
(and 2 more)
Tagged with:
-
Stability. I know they are using Unity still, unity has come a LONG way since ksp was first released. I'm hoping for some serious effort put in on optimizations, bug checking, and logging. Take KSP, refactor it to perfection I like how the new kerbalism does science, thats cool. Keep going in that direction, but also sort of mix in the old Engineer tech tree, making it so that useage of a part unlocks further similar stuff in that branch. Testing of parts in prototype designs add to science. A career mode that brings in more role playing. Like go an evil route sending spy satellites for the KIA up and running questionable tests for evil corporations or go the positive route sending up weather satellites for KOAA. A story mode would be cool too, like that guy tried to do with K-Files. So what I'd love to see them do is take the top 50 mods and work to build all that stuff into the game. Kerbalism, EditorTime, Kaboom, KIS, KAS... Balloons! Or really, wind/weather. Balloons are implented int he great Kerballoons mod, but they just go straight up and down. Give me some wind! More life! Give me cities on Kerbin, give me airplanes in the sky, birds and stuff. Fish in the sea - and make sea exploration a part of it. Textures for everything! Stockalike is great but sometimes I want to put up a giant red rocket. Why not!? Love the detailed terrains we've seen in the trailer and what looks like lots of big systems to explore.
-
Thanks kcs123 Ill try that out, I suspected as much. One other thing - looks like on installing my ailerions dissapeared from my parts list and on the planes they have no more surface controls. Was a shocker trying to lift off with a working plane and the thing never lifting off!
- 935 replies
-
- aerodynamics
- far
-
(and 1 more)
Tagged with:
-
Hi, so first thanks for the mod, one thing drives me nuts is how silly some of the aerodynamics are in game. Seems to be a lot smoother from what I can tell. Problem is that on first run, while it goes great in atmosphere, the moment I leave the atmosphere I start to get the Null Reference Exceptions spam and framerate slows to a crawl, I mean not the barely playable move - pause - move - pause drop, I mean the pause...pause...get a sandwich...move..pause...pause..etc framerate drop. Heavily modded. One thing that fires when I leave the atmosphere is the mod that stops control surfaces in vacuum, that might be the problem. I'll try that at some later point. Also note I dropped this in mid-career, so I don't know if that makes a difference. The ship was built from scratch though. So here's the logs: output - https://1drv.ms/t/s!AhBGIkI6WIgGgcMBYjBU5YOL4Tk85g?e=co1dkr ksp.log - https://1drv.ms/u/s!AhBGIkI6WIgGgcMACLDBRqFCX3-M5A?e=TkKJnS NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:get_transform () at FerramAerospaceResearch.FARGUI.FARFlightGUI.PhysicsCalcs.CalculateTotalAeroForce () [0x00000] in <filename unknown>:0 at FerramAerospaceResearch.FARGUI.FARFlightGUI.PhysicsCalcs.UpdatePhysicsParameters () [0x00000] in <filename unknown>:0 at FerramAerospaceResearch.FARGUI.FARFlightGUI.FlightGUI.FixedUpdate () [0x00000] in <filename unknown>:0
- 935 replies
-
- aerodynamics
- far
-
(and 1 more)
Tagged with:
-
Hi @Sir Mortimer ... think maybe you missed my question post.... Real quick again, 1. FASA, even a clean KErbalism + FASA install, when I try and fly a Mercury capsul, EC drains down to zero by the time I'm on the launchpad, like it's taking HUGE bits of EC at a time. Looks like its the antenna. Is there some way to disable the internal antenna? It looks like its always deployed, 2. Trying to run EVA Report and it says No Electric Charge. even if I KIS a battery into the inventory. 3. Is zzzKerbalism still a thing? I don't have the folder, I see it all over configs, should I make the folder by hand? Thanks!
- 2,505 replies
-
- life support
- overhaul
-
(and 1 more)
Tagged with:
-
Hiya, great mod thanks for spending so much time supporting it over the years! And here's yet another problem/question for your masterful input! Actually I have a couple things... IS there a way to disable the internal antennas installed in command pods? Most specifically, when I went and tried to use the FASA Mercury pod, on the launchpad it would drain power down to zero pretty much immediately. It turned out that the drain was from the open internal antenna. I had a similar problem on other modules; I think I wound up turning the idle drain to zero to fix it, which seemed to fix regular pods, but I still can't use the Mercury pod. And also I'd like to say save up my data to transmit at a certain time, waiting for capacitors to charge, etc. But I get the continual transmission because it seems those internal antennas never turn off. Also it'll spam the [0.0 Science Transmission]. EVA Report: No power. So I put my guy into EVA and I can't do the EVA report because my guys have no power apparently. I tried sticking a battery in his inventory, nothing. Am I missing something? I tried a fresh install (it was my kerbalism/FASA test so it wasnt 100% clean) and got the same issue. Science question - Is there a way I can disable the new science collection (just conflicts with too many mods! I'll wait a couple months more maybe or maybe I'll try my had a modding to bring some of those up in) but keep those super cool experiments like the unmanned probe experiments? Edited: One more! Is zzzKerbalism still a thing? I dont see it in my gameData. I installed by hand. Thanks again guys and keep up the good work! Another edit: This is using CommNet and Constellation
- 2,505 replies
-
- life support
- overhaul
-
(and 1 more)
Tagged with:
-
KSP 1.5.1: Contracts issue - stock issue?
dskzz replied to Gordon Dry's topic in KSP1 Technical Support (PC, modded installs)
Just an fyi, cuz there's a lot of these blank agents. To fix it using regular expressions in notepad++ (or sublime!!!) use this regex: Find and Replace: FIND: agent = [\r\n]\t\t\t\tagentName = (.*) REPLACE: agent = \1\n\t\t\t\tagentName = \1 BTW If that doesnt work then you might needs to remove one of the \t chars in both regexes. That is \t for tab, in most of my files it's 5 tabs to start a new line but for some reason one or two files only have 4 tabs. Oh and mega props on the MM cfg! Awesome!