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Aphox

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Posts posted by Aphox

  1. This pack violates both multiple licenses, including Kethane and KAS. Please review the included add-on's licensing and adjust your distribution pack appropriately. Links in the original post have been removed in compliance with add-on forum rules. You are permitted to add them back once you have complied with the respective licenses of the mods you're attempting to distribute.

  2. So, the final recording is just choppy during playback, but has no effect during gameplay? Try opening the video in another media viewer, or open it up in a video editor and see if it plays there. Also, in the one you're currently using, try pausing it during playback for a few seconds, and then play it again and see if it stops. I'm assuming you're using something like VLC. Try Media Player Classic or something else and see if it changes in behavior.

    It sounds like this isn't an issue with KSP but with encoding or something to do with the media player. Try what I've suggested, or using different settings with Bandicam, if possible.

  3. You may find this page of use.

    Video game content may be monetized if the associated step-by-step commentary is strictly tied to the live action being shown and provides instructional or educational value.

    If you're to the point where additional information would require paper documents and snail mail, I would delete and re-upload the video, and on attempts to monetize, shove that quote in there and explain that your video meets all criteria for monetization in a clear, concise, and professional format (assuming it actually does). Beyond that, it may be a legal matter with YouTube and don't think we can help anymore. Hope this information helps!

  4. As far as I recall, you can only monetize gaming videos that are intended for "educational purposes" and contain some sort of voiceover. Gameplay by itself has a lot of restrictions. I'm able to monetize almost all of my videos under that clause because I speak in them and provide "education" (i.e. how to play the game).

    Luxmaster, what exactly are they saying when you try to monetize them?

    Monetizing on YouTube is the act of allowing YouTube and other agencies to place ads on your content to generate revenue for them, which gets you a few cents here and there. With enough views, it can add up pretty quickly.

  5. Without some factual metrics on how the game's atmosphere actually works with intake air, I'm afraid I don't have any maths off the top of my head that can help here.

    Intake air decreases subtly through the thicker bits of the atmosphere, up to about 10-15km, and then starts to decrease rather drastically. Keep in mind that engines become more and more fuel efficient the higher you get up to a certain altitude, and start to produce more thrust, and require more and more intake air at a pretty quick rate.

    From my experience, using 2 ram air intakes can get a dual-turbojet up to around 15-20km before flameout. I don't want to suggest intake stacking unless you're into it, but I try to stay away from it and keep my designs "realistic" when I can. But it goes without saying that more intakes = higher altitude = higher isp = higher thrust = higher velocity, etc.

    Something I'd really appreciate seeing is a detailed curve on how intake air is really handled and when it starts to fall off for each of the game's intakes. To my knowledge, ram intakes are the best of them all and produce the most intake air, while the spoiler scoops and nacelles are at the bottom of the chain.

    In order to guesstimate how far you can really get on a set amount of intakes, I'd do some testing now that might save hassle in the future. Use one engine, and see how far up one intake gets you, then two, three, etc, and try to guess the math behind using two engines, three engines, and see if you're right. While doing the testing I'd make climb rate pretty low, because the flameouts can happen fast, and if you watch your intake air, you can throttle down lower and lower and keep gaining speed the higher you go until your TWR starts to bite you. Until someone can dissect the engine and get raw numbers I think that's the best way of finding out what the limits of the intakes are.

    P.S. someone please correct me if I'm talking out of my butt. These are all just things I've noticed from playing.

  6. Are you talking about switching from jet engines?

    If that's the case, just squeeze as much dV and altitude out of them as possible before you switch. Test the limits of the craft, see how high it can get before it runs out of air, and run it on air for as long as you can at that altitude until you stop gaining speed as you throttle down, then switch to rockets when you start to slow.

    Assuming your craft has the control authority to keep up that long.

    I've stressed jets out to the point where I've had low-circular obits before going to LFO power, something like 20x20-35x35km orbits, and then I shoot my AP into the 80's.

    It really varies per craft, how much control authority you have, intake power, thrust, weight, etc. Just have to toy with it for a while. Having Mechjeb has stats for current and needed intake air for the throttle level you're at. Don't know if Kerbal Engineer has those stats yet, but it didn't the last time I used it.

  7. As far as I've heard, players will be able to place mod and stock parts among tech nodes through .cfg modifications. So, while career mode doesn't directly interact with mods by itself, a few modifications here and there can allow placement of parts in existing nodes, but players won't be able to create their own or change how the progression system works. *without plug-in assistance

    And yeah, there's currently a discussion about it as pointed out in HeadHunter's post.

    Edit: merged to old thread.

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