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KSP2 Release Notes
Everything posted by r4m0n
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The final objective of a game is for people to enjoy it. While some of us enjoy rocket-wrestling and don\'t have any problem landing on the Mun without even SAS, some prefer the rocket-building side of the game, or just like the visuals. Here isn\'t the place to discuss how the game should be played, or how people should behave about their accomplishments on the forum, so please refrain from doing that.
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It isn\'t trivial, unless you have all copies of it hanging around for you to check, then just checking the date and using the most recent is fine. Anyway, the the props haven\'t been changed in a while, so any version should have them... I would recommend reinstalling the mods to see if it helps, the problem may be elsewhere.
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[0.19] Multiversal Mechatronics - Fixed Camera - 1.3
r4m0n replied to r4m0n's topic in KSP1 Mod Releases
That is correct. Unity uses a separate thread for rendering the camera AFAIK, but all the cameras will run on that same thread. Most of the processing time on KSP is due to physics, though, so most people with a reasonable video card will probably be able to have a few cameras open at once. -
[0.19] Multiversal Mechatronics - Fixed Camera - 1.3
r4m0n replied to r4m0n's topic in KSP1 Mod Releases
I think the usual deal is with the firstborn, but we can haggle on that ;P Quite a few people have requested that already, and as Romfarer has managed to tame the camera, I\'ll try to add this as well. Can\'t guarantee performance though, as each camera will have to render the whole scene again. Either way, it will be optional, so if your computer can handle it, you can have your control center -
Oh, I see what is happening... He didn\'t change the part name, so it is still using the real mk1 pod when it loads in the flight scene... So yeah, it will have SAS force AND load the crew... Can someone try making a duplicate of the MechJeb pod and making it a Strut as well? I\'m guessing this could be used to make a proper unmanned pod with SAS force.
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[0.19] Multiversal Mechatronics - Fixed Camera - 1.3
r4m0n replied to r4m0n's topic in KSP1 Mod Releases
I\'m planning a 'Realistic mode' for a future release, that disables the stock camera if any cameras are present around... -
I\'ve released the camera plugin here if someone didn\'t notice
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It's been a while I wanted to do this, but never had the time... Now with a proper runway and space-planes, I just couldn't wait anymore... Launch video Instructions: F7/F8 will move to the previous/next camera. You can also activate any camera from the right click menu, or disable them from there too (they won't appear on the F7/F8 list when disabled). Download here Source code available here, GPL license
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Just going to toss this here, as it\'s the most appropriate place. http://youtu.be/IqfrzbQaObg
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The "Why is this even in KSP?!?" Challenge
r4m0n replied to 0muffins0's topic in KSP1 Challenges & Mission ideas
Can\'t tell if this should or not be in the game, but posting anyway ;D -
[14.2] Super light weight Mun return, Thanks Kosmo-not!
r4m0n replied to sjwt's topic in KSP1 The Spacecraft Exchange
The original craft had 3 stages total: First it used the outermost tanks and activated the decoupler, then the now outermost and ejected them with the landing legs, leaving the middle one alone. My craft uses only 2 stages: It drains all 4 external tanks at the same time, and then ejects them all with the landing legs, just leaving the middle one as before. It works because I could get it lighter than the original by leaving one pair of decouplers out (they weight a lot) and the landing legs used for actual landing. -
[PLUGIN, 0.14.3] Multiversal Mechatronics - Miscellaneous Modules
r4m0n replied to r4m0n's topic in KSP1 Mod Releases
I\'ll be migrating those modules to use PartModule and the resource system shortly. Still not sure if I will even keep the VariableTank, as I think ModuleResource covers that function... If I keep it, I\'ll keep this fix in mind. -
That sounds reasonable, I\'ll keep it in mind.
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And here is the EULA in the installer. From the Unity3D free version End User Licence Agreement on the website. 6. Term. If you have licensed a trial version of the Software, the license granted under this Agreement will remain in effect for a period of 30 days, unless earlier terminated in accordance with this Agreement. For all other versions of the Software, the license granted under this Agreement will remain in effect unless earlier terminated in accordance with this Agreement. You may terminate the license at any time by destroying all copies of the Software in your possession or control. The license granted under this Agreement will automatically terminate, with or without notice from Unity, if you breach any term of this Agreement. Upon termination, you must at Unity’s option either promptly delete and destroy or return to Unity all copies of the Software in your possession or control. The 'Free' version of Unity3D is trialware with a 30 day limit, when you first run the software you have to register for a one time only licence, after 30 days you have to uninstall and stop using the software or pay $1500 for the desktop edition of Unity3D. Continuing to use Unity3D after 30 days without paying for it is in breach of the EULA you agree to when registering the software, potentially putting users at risk of legal action against them. Continuing to use a product after your right to use it has expired without paying for it is theft, it\'s like keeping a hire car after the lease expires. If I\'m wrong about this I\'d really like to know, as I want to make mods using the new system and a lot of people who are making mods want to continue to do so, maybe Squad should have their legal team look at this as most players aren\'t going to pay much attention to it, as they will ignore EULA\'s and think it doesn\'t apply to them. Just go to the Unity store, select the non-Pro version of Unity, register it and you will have a lifetime license of the standard version, no cost. It is a bit weird you have to 'buy' the free version, but that is the way it works. You will receive a license number to use with it after that.
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Unity has a free version, even if it doesn\'t work on Wine, you won\'t have any problems.
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[0.17] Multiversal Mechatronics - Munolith Research Division - 1.3
r4m0n replied to r4m0n's topic in KSP1 Mod Releases
Updated to 1.1, just making it work with KSP 0.15. -
Everything is still backward-compatible, the new system just gives you better options.
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From the official site: I don\'t see Bethesda name there... ZeniMax got the Elder Scrolls name, tossed to another company, dedicated to MMOs or something, and is making it... I don\'t see reason to blame Bethesda, neither to think anything enjoyable will come out of this.
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Yes, I broke the symmetry option by accident, I\'ll release an update soon to fix it too.
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[PLUGIN, 0.14.3] Multiversal Mechatronics - Miscellaneous Modules
r4m0n replied to r4m0n's topic in KSP1 Mod Releases
I may have broken it with all the joint stuff I added for the servo class. I\'ll take a look at it. -
Land the biggest Lunar Module
r4m0n replied to VincentMcConnell's topic in KSP1 Challenges & Mission ideas
Uh, not all rockets apply, but mine at least should, from this thread: We are going for height else than general 'bigness', and stock only... But close enough 8) -
I\'ve tried a version of this with a parachute before, but it didn\'t do too well... With a good ascent profile it may be possible, but it\'s already hard enough getting this version up there. Extra points for surviving the reentry over land