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KSP2 Release Notes
Everything posted by Nazalassa
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N 18
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Gone wild again, I see. N 60
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N 27
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N 27
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N 19
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N 15
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N 13
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N 9, again
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LETS COUNT! (Lets see if we can reach 100,000 Posts!)
Nazalassa replied to Dr. Kerbal's topic in Forum Games!
6475- 7,651 replies
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If you don't want to have other commnet stations than the KSC, you can change thi in the difficulty settings, by selecting 'settings' from the pause menu. I think the option is named 'allow ground stations' or the like.
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N 9
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N 6
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N 6
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N 6
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N 3
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N 3
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N 5
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N 8
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I have two possible interpretations for the passage I highlighted in bold; if it is the case, the fact that you are willing to financially support Unity (first possible interpretation) does not imply that you must buy KSP, I guess Unity has a "donations" button or the like. In case you instead meant that you are willing to give the KSP team money so they can use Unity, be aware that the source code is not all of KSP. As it has been stated before in this thread, there also are the models, the configuration files, the asset bundles, etc., etc. that you will have to pay for; you can't play without those, so you'll still need to buy the game to be able to play. Therefore the KSP team will get money from people who (want to) play the game, and one usually doesn't look into something's source code if they do not use it. Well, this happened in KSP, for example with Infernal Robotics, or KIS, or actually quite a lot of other mods, that offer new functionnality similar to those found in the DLCs. Did that stop people from buying the DLCs? I don't think so. Besides, I think the source code of the DLCs should be released too, because they are somewhat "half-part" of the game. As I said above, asset bundles etc. may remain closed-source'd, which means we'll have to buy the DLC if we want to play with it. When you say "you could just install mods that do what the DLC does, and recompile the source to allow it", do you mean that KSP's code does not allow mods to add, for example, robotic parts? Or inventory? Well Infernal Robotics and KIS (resp.) add that to the game. You don't need to recompile the game. In a way, DLCs are just "special" mods: their creators had access to KSP's source code, so they could do stuff that work better, or is better integrated to the game. Sadly, this would not work that much better. Numerical storage is always limited by memory. What exactle do you mean by "seperating out the numerical storage into (0.0->1.0] and another for (0->UINT64_MAX)"? Do you mean something like this?: SIGN INTEGER PART DECIMAL PART +----+------------------+------------------+ That is actually (and roughly) how numbers are stored in computers nowadays; fixed-point numbers are like this, while floating-point numbers are written using scientific notation (but in base two), like (-1)s * a * 2b and so the numbers s (the sign ), a (the mantissa ) and b (the exponent ) are stored as a number. Note that whatever way you represent numbers, you can not store more than 2n different values within n bits. If you want more precision, then you'll need to use more memory, and the Kraken knows how much KSP already uses.
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N 10
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N -8 Look above, @AstroWolfie has posted twice in a row. CN corrected.
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N 5
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N -1 New page
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Leave Nothing behind - Eve SSTS - Success!
Nazalassa replied to Tony Swallow's topic in KSP1 Challenges & Mission ideas
I think these are Mastodons, actually. Great mission! I wonder if Eve landing tourist contracts pay a lot. If you play in career, you may have a gold mine with them. -
N -2!
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