-
Posts
1,429 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by phoenix_ca
-
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
phoenix_ca replied to Nereid's topic in KSP1 Mod Releases
If I knew anything about compiling code against unity and KSP I'd throw a wrench in that bit myself. Unfortunately, pretty much all my programming knowledge is with languages that compile on-the-fly. >.< -
You'd be surprised. Windows has piles and piles of overhead that slows the entire system down (registry, anyone?). Ubuntu by comparison is extremely lightweight, and just as fully featured, if not more in many areas. I'd highly recommend using it for KSP, no matter what hardware you're using, because in any case, you'll get more performance out of it.
-
There's absolutely nothing stopping you from using KSPI's plugin as a dependency for any parts you may create. You don't need Fractal's permission. You don't even need to concern yourself with the license for KSPI's plugin if all you're doing is creating parts that will use functionality provided by the plugin. The most you might need to deal with is if you package the plugin with your parts/mod, which means you need to follow the license with regard to distribution of the plugin, modified or otherwise. TL;DR: If all you are doing is creating parts that will use KSPI's warp functionality, you don't need permission to make or distribute the parts. The KSPI dll yes. Your own work that uses it as a dependency, no. Edit: Technically that wouldn't stop Fractal from pulling a ****-move so common in the Minecraft community of writing code into your mod that explodes the game if you use it with some other mod you don't like, but KSPI being open source and all...and the KSP community not being full of dicks like that...and Fractal not being a ****...I doubt that'd ever happen here.
-
Throttle Controlled Avionics 1.4.1 [0.90] (5 January '15)
phoenix_ca replied to qfeys's topic in KSP1 Mod Releases
>.< Wish my computer with KSP on it wasn't in for repair. This looks fantastic. Sounds like it'll make trying to get slightly unbalanced loads into orbit far less punishing. One question: Does it play well with MechJeb? MJ has a (really bad) habit of stomping on and completely ignoring steering limits imposed by anything other than itself, including tweakables and FAR's flight controls. If it does though...oh man, that'd make long burns with wonky spacecraft a dream. If not well...guess it's time to do everything manually. ... Ew. I've been planning on doing a grand tour with a ship that is going to at least be a little wonky, if not severely so. Kinda want it to bring along a spaceplane to bring crew to the surface of every planet and back, but don't really want to stick it on the front of the ship nor have two of the damn things. -
Daunting: Consider dual-booting with Ubuntu. Ubuntu has oodles better performance than any recent version of Windows, is more stable, and on top of it all, will let you use 64-bit KSP (assuming you had a 64-bit processor). Even if the 64-bit KSP isn't an option and your hardware really is that old, still consider it. Windows XP, Vista, and 7, all have significant amounts of overhead that further reduce the amount of memory 32-bit applications can use before they crash (the theoretical limit is around 4GB, but Windows bloat reduces this to under 3.4). You'll get a fair bit more out of your PC with Ubuntu than XP, especially where KSP is concerned. Yes I know the memory thing is more complicated but for the purposes of running KSP, I think I gave a good approximation of the difference. Things being equal, you'll probably get an extra 0.5GB of RAM to work with just by using a Linux OS over Windows.
-
But if I don't have to research each part individually, what will I do then? Play with spaceships and rockets in KSP? The idea is abhorrent! This is a clicking simulator! THIS IS CLEARLY CHEATING AND DETRACTS FROM THE GAME! WORSE THAN MECHJEB!!! GAWD! I AM SO MAD! MAAAAADDDD!!!
-
Uh, well yes and no. I mean yes it's an arbitrary unit, but it does kinda matter in-so-far as the total delta-v available per unit mass, which you pointed-out yourself. If the delta-v available for a single unit of mass of xenon is a fiftieth of that available for argon, then in practical terms, that doesn't really leave it much utility. O.o But as...what's their name pointed out, 50 units xenon is about 1 unit of argon in terms of weight, so whatever.
-
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
phoenix_ca replied to sirkut's topic in KSP1 Mod Releases
I don't know about "all". I can certainly live without them. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
phoenix_ca replied to stupid_chris's topic in KSP1 Mod Releases
Presets! YEEEEEEEEEEESSSSSSS!!! I'm of the opinion that anything that can have settings, should have presets. Boy-oh-boy would I kill for customizable presets for FAR flight controls. Or MechJeb's ascent computer. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
phoenix_ca replied to sirkut's topic in KSP1 Mod Releases
Neither am I. It's a choice between increased total part count, or per-ship part count. Either way sucks for its own reasons, and there's no clear answer unless you use the Linux version of KSP ( in which case, yeah, add a new combined docking washer and port, because it's 64-bit anyway). -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
phoenix_ca replied to sirkut's topic in KSP1 Mod Releases
You could just increase the node sizes. Unless there's some voodoo to be worked in C# land, that actually might be the only way to do so now. But don't take my word on that. I understand the config files. I have no fecking clue what Unity and KSP's compiled code are doing. O.o How anyone figures that out without breaking something, like a window, is beyond me. Kerbal Joint Reinforcement might help too, indirectly. Maybe you could reenable some of the settings that are disabled by default now and dial them up past what stock KSP is doing. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
phoenix_ca replied to ferram4's topic in KSP1 Mod Releases
Probably the most useful point in that whole post, I think. Even if you built quasi-realistic rockets in stock KSP, super-powered rockets with immense (i.e. insane) TWR would be just fine. In FAR, things get wacky, fast. Slower, steady progression is far better. Thank goodness SRBs are tweakable. (I remember those days when docking was a twinkle in Minmus' craters and SRBs were truly Kerbal. I'm not actually fond of those days. At all.)- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
A better solution for that issue might be to pick-up Near Future propulsion and ditch all but the batteries, capacitors, and the plugin itself (or keep the tanks too if you feel like tweaking them so they're useful in KSPI; I do, and delete the engines and reactors because, well, KSPI already has that). Then you can use the fusion reactor to store piles of EC in a capacitor to be used as a back-up should the reactor shutdown. If it does and you run out of EC, dump the capacitor and presto, you're back in business.
-
That's a bug and is fixed in WaveFunction's version, IIRC. ArcFurnace: Take a look at MKS. It already has a greenhouse. It's a very...involved mod, but it's there. As an aside, combined with KSPI, a good spot to set-up a self-sustaining colony is probably on one of the moons of Jool. I'm looking at Laythe. Lots of science to be had, there are lots of useful resources in the ocean and a decent amount of thorium too. Being in range of Jool for antimatter and helium-3 extraction is the biggest bonus. Thanks for the configs. That greatly simplifies interoperability between KSPI and TAC. I wish KSPI would just use the more commonly used names for resources (Water, ArgonGas, etc) but for now, I guess that'll do.
-
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
phoenix_ca replied to ferram4's topic in KSP1 Mod Releases
That would be lovely.- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
I'd give up if I were you. I don't think it understands.
- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
phoenix_ca replied to ferram4's topic in KSP1 Mod Releases
Regarding experiments, there are two mods that make the management of data much simpler, Ship Manifest, and...Radial Science Container I think it's called. And completely unrelated...I hope MJ2 sees some FAR support soon for ascent profiles. All it *really* needs to work is an AoA limiter.- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with: