

roxik0
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[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
roxik0 replied to Gotmachine's topic in KSP1 Mod Releases
With newest release Conformal Decals are not loading correctly. -
What savegames have about it? Possibility of saving game is part of source code... you put exactly my point.. they are games without possibility of save The movie is all combined you can have best scenario and actors without good camera work you will get nothing in movies same in games without good source code you have problem see CyberPunk 2077 during release you had great content but poor code.. and game got good reviews after they fix a code. But cases of what? How closed source game are succesfull? Cities Skyline have a lot of mods and still have closed source sooo it's not a must. But opening source code will not change that. So I dont understand this point.. Reality check for you: You are not paying customer.. You were you bought game at some point.. it was released then got 2DLC'es And that's all.. Studio was shutdown new owner didn't get your money. Nobody says that modders are free workforce... To be honest I;m tired of this conversation.. where you non stop trying to put into my mouth stuff i didn;t wrote.
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I cannot disagree more.. this whole topic is about Source Code.. So at least some people care about having/not having source code But Source Code is not TV.. Source Code is a movie.. You buy KSP because you want to play game. You cannot play the game without having compiled source code on your computer. No I totally understand why we as community want to have source code, But I 'm also understand that owner of the game can make decision of not making game open source. And I don;t understand why In your opinion making game open source will increase a value of IP from owner perspective. You are using this as some axiomor at least I got such point of view.. Totally agree.. However this product is dead from publisher point of view. I hink if community want to get something from IP owners, then weneeds to show that ok we put on table mutual benefits. for both sides.. Maybe we as community can propose that "hey we would like to have new DLC where people who will bought it will get source code + proper license to make mods without scare" Such proposal probably will be better than poll in this topic with option I don't think such polls make good ground for conversation with anybody.. But anyway we need to wait till new owner will make new EULA because currently is hard event to find who would like to talk with community.
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But how ignore the law currently? As you said we have license for modding got from previous owner as long as new owner will not forbit it we are with the law not against it. This is notcase I was talking about.. I was talking that all code you are talking about was from games which had continuation so releasing a old source code was not affecting sale of current main product... I didn't hear that Valve make TF3 as open source game : What suggests they should consider exploring new possibilities for whatever they have in hands now. It's clear for me that if they keep doing things the way TTWO did, they will get the same results. It's time to reevaluate some positions and talk to different people. But t2 didn't do anything wrong they bought IP they ordered a game from PD and PD simply didn;t make it.. Of course they should do stuff differently. Maybe for example make more DLC's Maybe use money from such DLC's to refactor old code make it more "Engine" agnostic.. and then when it will be ready change engine and call it KSP 2 Imho they simply go into popular trap of software devs to rewrite instead of refaktor. So they started from begining. and had same problem as KSP at beginning. However it's not topic on what t2 did wrong. Yes I hope Havell will find an idea how to make money from KSP IP and then simply give us code of KSP to make it life forever
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The IP is Code + Assets not only Code and not only Assets and IMHO people buy bought.. problem of KSP 2 is that KSP 2 have no value exactly because bad code not because bad animations or music. Your examples are about games with have sequels and you are right nobody cares that Doom 1 SRC was published because publishers already got money from Doom 2 and then from Doom 3. simply Doom same with Quake this games got revenue got sequels and then got SRC published.. KSP does not have this.. and also if new studio plans to do something then publishing of code today can speedup their competitors.. I think in KSP there for sure is couple of nice ideas people can reimplement in their games. And here is exactly where I see a problem for IP owners to publishing SRC today.. there is lack of new product/sequel/ideas how to get money from IP currently, and this is bad. As I said earlier I really would love to see it happened one day. And as you said better sooner than later.. and for sure moders need to have some security as well. So I keep my finger closed that this idea will succes one day :).
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Generally I agree about that it will be nice to have KSP source as a developer I would love to see how it's done at some places . But the true is having source can still be under license with will prevent you to do a lot of stuff.. So it's more licensing problem not having or not having a code.. In my post I was more about topic "KSP as valuable franchize" and IMHO from publisher point of view today it will not get benefits to open it's source. However totally is worth to keep our moding scene "happy" and secure.. and then after release KSP 2.X publish original code of KSP. Cause now Code of KSP is probably only bigger valuable think they got.
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@Lisias I will agree 100% with you till KSA was announced. Now I think they will be a big competition between KSP 2.X and KSA. however KSP still have potential especially when(if)T2 sold franchize why? Today for T2 KSP is a failure.. they spend a lot of many on sequel and had to abandon project. And always if they will go with continuation they will have this -X millions in their excel. For new publisher who will buy it it will be a new investment with new budget.. however they need to stick to original plan of T2. to make better but original KSP.. not go to much on big plans and vision they cannot deliver.. in KSP world everything else will be done by community and what community needs is good parts + good framework. Also the new KSP need to find a new however easy to skip challenges maybe more into tycoon part of space program(better contracts a goal based founding and possible to customize launchpads) or maybe into engine creation it's super interesting topic. For sure not interplannetary bases it was IMHO strange idea and on building based games we have to many competitors like No One Sky to simply name one. However I know that making success like KSP will not be easy.. but I hope that or KSP 2.X or KSA will deliver and we once again will be able go into every 3 months changes into framework and need to rebuild all mods for next game
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Hi Everyone as @dewin is probably retired from forum I decided to adopt his work. I was needed his mod to connect betwen my kOS scripts and launch control i try to build in kRPC. Instead of developing circle again i decided to adopt his Mod and build it for 1.12.5. Fell free to use it.. Original thread: Code + Release: GitHub TO DO: ckan integration (Need help with that!!!) Better documentation Convince kRPC community to integrate it with official kRPC Client. Of course @dewin fell free to go back to our community.
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@Gotmachine Ehh this was my 2nd quess that side mounting even if it's match diameter cause this stupid effect.. Ok you only concuur my decision to not using procedural fairings in my current career
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Ok but maybe you @Gotmachine knows why I have this strange drag on side of fairing.. https://imgur.com/a/ZXjWe0U Here is generated drag cube: for fairing. https://imgur.com/a/SIwOyLF Question when drag is calculated is it sum of procedural + prefab or only procedural? because idea I have in my head is that somehow prefab drag cube is "leaking" into this one..
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[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
roxik0 replied to Dunbaratu's topic in KSP1 Mod Releases
Yes and no So in theory you can for example read kosTag to pass some small informations There was a mod for interaction between this two but it's abandoned unfortunatelly- 1,364 replies
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From KSPCF Settings.CFG file, I understand this text that they are some diffrences which crates this "deviations"
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Ok but anyway now they are recalculate drag in own way so... It's also good question what mean correct drag
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I also notice that it could be because of Community Fixes they change how drag cubes are calculated
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Hi is anybody have problem with high drag in stock areo?
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[1.12.x] Textures Unlimited Recolour Depot
roxik0 replied to Manwith Noname's topic in KSP1 Mod Development
Hi, I',m trying to recolour RLA_Reborn stuff and have problem that _mainTex still have influence on top of _MaskTex so for example if I put white color on grey object it will be still grey. Is anybody had simillar issues? -
Hi Poeple So I tried to attack Flow Graph error.. or maybe better apply error And I have one think to test if it works then I will put PR so Zer0Kerbal will be able to add this to release(and fix what I miss eventually). ScrapYard DLL Expected Results: - Flow Graph still occurs (But IMHO it's not a problem of ScrapYard it simply consequence of run event (OnEditorShipModified) with same ship). - However your parts should be taken from inventory correctly.
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Did you downloaded newest version from last link? or this previous when we talked each other?
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Yes feedback was what I wanted it also should fix problem with wrong dV calculation between KER and KSP caused by messing up with part.ids. If in next 24h i will not found any errors in this fix I will put pull request for @zer0Kerbal So he will be able to introduce this fix in next release.
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Are sure is it good topic? It's more about KCT not scrapyard bug. EDIT: Btw https://drive.google.com/file/d/1fuajLQXotCePUqAsVwKSNrjqSUZMpoy4/view?usp=sharing New ScrapYard fix candidate :P Previously still there was some problems this time there is temporary more logs just for my debugging but it should work better. If anybody have time please test it. I also trying to test it as much as I can in my daily save :)
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Ok.. Can you provide some details.. like when or what you are doing.. Are you 100 sure that's caused by scrapyard.(I;m not believe that this is error free mod but maybe I should look into other mod as well, or maybe there is some conflict between them) . The best if you can reproduce it on scrapyard only save and then send me a save If I cannot reproduce I cannot fix it Edit: Worked a little on this founded my own case so it looks that I underestimated a issue But don't worry I have some ideas @baldamundo https://drive.google.com/file/d/1fuajLQXotCePUqAsVwKSNrjqSUZMpoy4/view?usp=sharing Can you check this version? :) As more i dig into I know more and more :) previous fix was a hide of isse not fix of the cause now it should be better.
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https://github.com/zer0Kerbal/ScrapYard/pull/5 I made a hotfix which maybe work maybe not or better saying it fix flowchart and dv problem but not sure if all other mods will cooperate with this fix correctly. You can download compiled version here: https://drive.google.com/file/d/1fuajLQXotCePUqAsVwKSNrjqSUZMpoy4/view?usp=sharing You need to change ScrapYard.dll in /GameData/ScrapYard/plugin/ folder. Hope it will work for you
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Hard to say because I;m not further than Mun on my KSP 1.10 save . But at this time seems ok for me. Of course I hate this dv bug because then It's hard to calculate some things.. Example it seems that BurnTime for manouver takes dv calculation from KSP so I need to look into KER like in old times. But at this moment nothing what crashes my game yet.
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Generally It work's besides this strange behaviours with dv in VA and flowgraph spamming log. Btw it could be connected issue that when part is added twice it breaks flowgraph