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Black-Talon

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  1. Should be able to add that. It wouldn't "Kill" it immediately, but could wind it back down to 1x using the transition states - or you bork orbits. If thats cool I'll add it as an option. ... I'd love this if I could get my brain used to it. X is the perfect key because (except in physics warp) you're never throttled up in warp anyway. One request (if it's even necessary to code around) is to keep the "1x warp" text from showing up if you hit X and are already at 1x warp. @Trigger - I'm humbly excited that others think the idea is worth while - thanks! Your point about how to achieve exactly my needs while not breaking the game is also appreciated. :-) Certainly something I wasn't familiar with. @5thHorseman - Excellent points. Come to think of it, I'm not certain I know what I'd want to happen during physical warp. I could see either way being effective... don't change the warp while in physical warp certainly makes sense. Not sure I'd hate it if it also served as a way to cut the warp out (let's say your throttle is already at zero for instance and you want to use your new friend 'X' to slow the heck down to prep for a maneuver). Thanks again! Awesome stuff.
  2. TriggerAu, it seems I remembered (incorrectly) Alarm Clock providing a configurable key which kills all time acceleration! This of course makes me think this is a great suggestion. Thoughts? I personally would want 'X' to pull double duty and always kill time acceleration (in addition to killing throttle as it does by default). Too many times am I rushed in a panic and find myself unable to do anything because I haven't warped down quite far enough. KAC obviously allows me to do this when I'm not using the seat of my pants to fly...but it would also be nice to have a key! Thanks for the awesome mod and consideration.
  3. For what it's worth, I wasn't able to get this to load into Blender. I'm completely new to Blender so it's likely I've missed something basic. I did the following: 1. Downloaded and installed Blender (64-bit) 2.72b from http://www.blender.org/download/ 2. Downloaded .zip of GitHub and unzipped to folder in Documents 3. In User Preferences I've selected "Install from file..." and double clicked on import_mu.py Blender changes back to User Preferences but no MU Import Export option is seen there so I'm unable to enable it. Any ideas on what I might be doing wrong here?
  4. Given this statement I assume per the patch notes that in order for this to work well with KSP 0.90 that I need to use FAR 14.5 (which is the 0.90 version of FAR) and recompile AJE against the FAR 14.5 binaries since the patch notes indicate FAR 14.4 as being the last version it was compiled against. I plan to do this, but double checking my assumptions by asking never hurt...
  5. I think I have it Claw. I would still like to confirm EXACT steps to repro but I think it has to do with firing Jeb, Bill, and Bob who happen to be saved as pilots in a craft or previously gotten xp. I then piloting an existing craft with new hired pilots (but note that perhaps with Jeb, Bill, or Bob had been saved to this craft). Unfortunately my second career ended the same as the first (locked up - I'll try your doctoring noted above) but it gave me the idea to try something...and sure enough I reproduced the issue for a 3rd time right away. Here's what I just did: New Career New Ship - Made sure Jeb was in it - Saved - Launch Recovered - Jeb gets 1 XP Fired Jeb, Bill and Bob Went to Vab, launched ship Oh Hi Jeb - fly...recover Check Astrocomplex to see if Jeb has returned from the Unemployment line - he hasn't, he isn't in there at all Return to VAB, check roster, notice seat to craft is empty, try to launch anyway (must fill seat), ok, put new guy in Fly, crash to the death, menus don't work - close out game (forced) - upload logs for Claw! Logs & save: https://www.dropbox.com/s/k7m87oskxkwo8gs/output_log.zip?dl=0 (note the career I just repo-ed this on was named "default3") Note that no contracts were directly involved when I reproduced this...I wonder if that's a similar issue with test parts or something. Anyway, I want to repro again, perhaps with even simpler steps, but bed for me today. Perhaps tomorrow.
  6. Will do - pretty sure the most recent craft wasn't saved so I was flying the VAB's auto-saved craft. I'll double check and add a reply if it isn't the auto saved craft. Meanwhile I'll see if I can reproduce in a new clean install. I meant to be logging my flights anyway ... But I got excited and forgot. :-) Thanks for checking it out!
  7. After many career flights I did a sub-orbital flight reaching space for the first time. Upon returning to kerbin and landing I could not recover the vessel. Then I realized I couldn't return to space center. And basically I was stuck...after trying to quick save (which didn't seem to work but I'm also playing on Hard mode so I'm not sure it should work) I closed the KSP window and reopened. Many of the buildings were un clickable but I was able to get into the contracts building once, another time I was able to the astronaut complex, but it becomes clear that the game is confused as many buttons don't work, music starts playing from the wrong scene, and basically I can't do anything. I've rebooted and attempted reloading this career several times but each time it's stuck in the GUI before I can begin. Windows 7 - Steam Download - x86 - 8 MB Ram - Clean fresh install (no mods or leftover files from 0.25.0) Download of logs & save file (most recent attempt to reload the career): https://www.dropbox.com/s/zryw5bcfysfene0/KSP_logs_save.zip?dl=0
  8. Very glad to hear this! I, like the others, already missing vertical snap, additional angle snap options, etc... Two additional features I would enjoy to enhance the new 0.90 editor gizmos: - Angle options to adjust the granularity of the rotation and translation tools - Keys are functional to execute a rotation or translation (instead of using the mouse to drag the little vectors around) While I'm making requests I might as well add that I wish tweakable values had the ability to quickly punch in numbers on the keypad to set a value exactly instead of trying to drag the mouse on that tweakable control... Regardless of where it all ends up, thanks for looking into it!!
  9. It turns out the debug output in the output_log ... I'm afraid I'm no help on the rest of your questions though, I'm similarly experimenting to understand a couple things about config exceptions/overrides for textures/folders.
  10. Thank you for the troubleshooting ideas tygoo. I have not tried OpenGL with V1 - though I'll note it did work with V1 when I removed a few of the components I deemed unnecessary BUT framerate smoothness was a major issue. I'm not sure what settings you're referring to that allow for "half-res" - perhaps in TextureReplacer? I could explore that further as I'm not very familiar with TextureReplacer. I do believe that would also work since when I add in the use of ATM and configure it to cut large textures in half I don't have an issue and the game is playable in standard DX9 mode. While your suggestions are appreciated, I can currently get a playable install via a few tweaks (specifically ATM using settings to cut large textures in half). I wanted to share an observation - V2 is not functional on a clean x86 install, even with the most basic of low ram install options and on a machine with maximum RAM available to the game, WITHOUT tweaking settings beyond the install steps. And sharing a humble suggestion - there should be an install option that has smaller textures such that tweaks are not needed (which I believe was the goal of the V2 release). My suggestion is just an observation through a lot of tweaking and testing, it doesn't need to be implemented. -Talon
  11. @Astronomer - I regret to report that V2 still doesn't cut it with recommended settings on a clean install of KSP x86 without running out of memory. This shouldn't be a problem with x86 KSP running on a Win 7 (64-bit) w/ 8 MB of RAM ... I will happily provide more detail if desired (as I did in my previous post with V1), but in the meantime it's easy to suggest that Step 3 could benefit GREATLY by having 2K and 4K options in addition to the 8K option AVP ships with. I suggest this because, just like V1, a Clean install of KSP x86 runs out of memory after executing Step 3 and testing KSP. Nothing from Step 4 has even been added yet and that's the only place where you've provided the reduced size (4K and 2K) options. A further suggestions to get a functioning install; the only mod Step 1 should install is EVE? PlanetShine and TextureReplacer can be options installed later in the process... - I realize that you have configs that are applied to PlanetShine and optional features added to TextureReplacer - but consider the current order of operations: a - Install EnvironmentalVisualEnhancements, PlanetShine, and TextureReplacer b - Add volumetric cloud texture pack of quality desired to EnvironmentalVisualEnhancements c - Add 8K Cloud Texture Pack to EnvironmentalVisualEnhancements, and also configure Chatterer, DistantObjectEnhancement, and PlanetShine -- On a clean x86 KSP install on a sufficient Windows machine, AVP is unable to load into KSP at this point and thus is unusable (unless tweaked) d - Optionally add "Essential features" with 2K, 4K, and 8K options and further configure PlanetShine e - Optionally add "Extra features" with 4K & 8K options, add TextureReplacer optional textures, and install Chatterer (overwriting option installed in operation c) f - Optionally add "Must-Have Mods" which includes DistantObjectEnhancement for the first time (overwriting option installed in operation c) So to resolve this minor issue, you could suggest that in operation a EVE, PlantetShine, TextureReplacer, DistantObjectEnhancement, and Chatterer are all installed in operation a. However, given the resources are a game breaking issue for machines with maximum RAM available, perhaps an installation order such as the following is warranted as it would allow the core AVP functionality to be usable. This way you could also start with the lowest quality textures and optionally upgrade them in a future step! a - Install EnvironmentalVisualEnhancements b - Add and configure lowest quality (128x128) Volumetric Cloud texture pack c - Add and configure lowest quality (1024x1024) Cloud Texture Pack to EnvironmentalVisualEnhancements -- This would run easily on a clean x86 KSP Windows install with sufficient RAM! - no tweaking needed! d - Optionally increase texture quality of volumetric clouds (256 & 512 options) and other Clouds and CityLights EnvironmentalVisualEnhancements (2K, 4K, and 8K options) e - Optionally add and configure "Mods Configured by AVP": TextureReplacement (texture optimization features), PlanetShine, and DistantObjectEnhancement h - Optionally add "Essential features" with 2K, 4K, and 8K options and further configure PlanetShine i - Optionally add, enhance, and configure Chatterer e - Optionally add "Extra features" with 2K, 4K, and 8K options including TextureReplacer optional textures f - Optionally add "Astronomer's Favorite Mods" Further observations/bugs? 1 - The Lens Flare files in V2 are the same as those in V1 - not sure if I had the right ones the whole time? 2 - ActiveTextureManagement is working with AVP in my opinion. I did tweak the BoulderCo settings to cut large textures in half, with this change I am able to get AVP Interstellar to work. That is partially why I think AVP just needs some texture size options in Step 3. But you might also consider giving ATM another try and suggesting it for use with this pack - the load time improvements it now provides are wonderful. *NOTE TO ANYONE USING NEW ATM* It takes several runs, and quite a few minutes, for it to process and cache all the textures. If you keep running KSP it gets further each time...if it's never getting further try temporarily moving something out of GameData such as the Sqaud folder. Once the game loads, quit, re-add the folder(s) removed, and run again. IMO, all this is totally worth it for the load times and free memory. 3 - In this post you shared an optional set of clouds for Laythe, any intention to add it to the pack as an option?
  12. You replied so quickly! Thank you! Which means my edit was missed... EDIT - I should have shared my goal - I currently have a thought that the best way to run KSP would be... Compresses all textures to DXT format Generates mipmaps for all textures ONLY IF texture is above YxY dimensions OR above X KB in size: Resize texture to 1/2 it's current size Reasoning: Some textures are giant for good reason, don't scale them down to 512x512, just cut them in half. Small textures are already small enough, beyond compression/optimization I don't really need to scale them down further, especially since the quality impact will be higher when cutting a 512x512 down to 256x256 than a 2048x4096 to 1024x2048. Clearly Active Texture Management can do this for me ... but my best guess at a config setup is below and I'm not certain it's working in the way I desired: ACTIVE_TEXTURE_MANAGER { filter_mode = Trilinear make_not_readable = true compress = true mipmaps = true scale = 2 max_size = 0 min_size = 512 compress_normals = true mipmaps_normals = false scale_normals = 2 max_size_normals = 512 min_size_normals = 128 } PS - Oh hey, these things are also questions (minor bugs?) on my mind: Comparing Basic to Aggressive configs, DBG is set to TRUE in Aggressive but commented out in Basic? Aggressive is set to ignore Agencies textures but Basic isn't? I don't think I understand the choice to put all the configs for ActiveTextureManager in the \BoulderCo\ folder instead of the \ActiveTextureManagement\ folder - with the craziness of EVE and EVE Texture packs putting lots of EVE configs and additional textures in \BoulderCo\ it is a crazy place that should probably be wiped clean regularly when mods are updated or re-installed. Why add these configs to \BoulderCo\ when a perfect place away from the fray already exists?
  13. With the 4.0 release this went from awesome to wanting it on every stock install - nice job and thank you!! I will say I'm now struggling to configure this quite the way I'd like, my issues range from just being a texture n00b to confusion on how the config file functions. I'm going to dive into exploration of each of these points and questions today - but maybe you already have answers or guidance? If I was setting up a config for a mod/parts pack that you haven't already made a config for, how would I know what textures are normal maps? The naming convention doesn't seem to be consistently followed so there must be another way to tell - open the file and see if it's grayscale? Given how fast the DXT loads at game start, I want this for functionality for all textures - I'm unclear though if my config settings are accidentally excluding some textures when I only wish to not scale those textures? How do I convert to DXT without rescaling? I also want to compress all textures, right? So if even if I exclude textures from scaling, am I also excluding them from compression? I wish there was a way to know if KSP needed to read a texture throughout runtime - maybe the log will give me clues which allow me to see if unloading textures from memory causes issues or not? I'm expecting to make heavy use of the "min" config setting but I'm unclear (see above) what this will exclude textures from being processed with which features. I'll probably explain this better when I explore it. I love the runtime execution of this conversion/compression/scaling - idiot proof! But given the leaks and memory issues that exist and evidently experienced by so many, what would it take to also distribute a separate executable which can create the cache? This may even allow for other optimizations, and warnings about total texture size, etc. Anyway, that's what I'm curious about and going to look at today. Thanks again for the nice enhancement to a great game! -Talon
  14. Thanks for the continued updates Astronomer! Perhaps one other issue to note...the Optional SkyBox installation instructions could probably use a little love. I was unclear on where those GalaxyTex .jpg's needed to be put in my KSP install. I believe I have since correctly determined that they go in \GameData\TextureReplacer\Default\ ? If this structure had been in place in the .zip it would've saved me a bit of Googling so I thought you might want know a specific area of installation improvement. -Talon
  15. Excited about this! But I'm shocked to say I haven't been able to add the basic (no optional items) to a clean stock install of 0.25 (x86). On a Windows 7 machine with 8 GB of RAM it crashes on the main menu. I presume I should be able to do this? I went back through one step at a time and here is what I'm doing... Windows 7 - 8 GB RAM - Clean install of KSP - Graphics settings to the max - Game loads and runs without issue 1st Step - Install necessary mods (is there a particular version of Texture Replacer recommended? I installed 2.0.2) - Installed EVE v7.4, PlanetShine v0.2.2, TextureReplacer v2.0.2 in order - Game loads and runs without issue 2nd Step - Volumetric Clouds - 256 - Default Resolution (recommended) - Copied contents of GameData to GameData - Game loads and runs without issue 3rd Step - 3rd Step - Core Mod (just clouds) - Only Core Mod - Copied contents of GameData to GameData - Left KSP_Data unmodified - Game crashes after getting through load screen - RAM is going pretty wild at load time but just starts to break 3 GB before the crash - I'll upload add logs/crash to the post in a moment Given I'm installing the minimum options using the recommended settings and have the maximum usable RAM I'm shocked that this wouldn't work. Others having trouble? I'm still investigating and surely will find a work around I'm just curious. In the meantime I'll upload my logs and edit them into this post momentarily. -Talon edit: same result with the 128 resolution Volumetric Clouds crash dump folder in a .zip - https://www.dropbox.com/s/bbs6v63h21bh3t5/2014-12-06_211712.zip?dl=0 same result when running -force-opengl crash dump from OpenGL version - https://www.dropbox.com/s/adbisnphr9klxbm/2014-12-06_212510.zip?dl=0 Basically I notice that once it hits the main menu loading screen the RAM starts to climb until it hits 3-3.2 GB and then crashes. Suspect some looping leak. Ideas? My next step is to try an older TextureReplacer since that just updated today. edit2: Started over and used [0.25] TextureReplacer-1.10.0 - same result - crashing after all the parts load but while the main menu loads (says Loading.... in the lower right corner) - meanwhile Task Manager shows RAM utilization constantly growing in large chunks at that point - pretty much out of ideas - any suggestions or tests I could try? edit3: I can't imagine how I would be installing this wrong but here is a copy of my GameData folder (I deleted Squad & NASAmission folders) after installing steps 1, 2, and 3 as described in the first post (TextureReplacer 2.0.2, 256 clouds, none of the optional items). Is something missing? - https://www.dropbox.com/s/jgj57q7old5p8i2/GameData.zip?dl=0 - Maybe one of the optional items are in fact required... I'll try the following - Distant Object Enhancement 1.3.1 since I see that gets modified in step 3 - didn't help; nor did 1.4.1 - The Optional Main Menu Logo since it is at the main menu that things go crazy; didn't help - Some of the text implies that PlanetShine is optional, remove that; didn't help - I'll separately try each of the 11 optional features, maybe something required is mistakenly in there; didn't help edit4/conclusion: -8 GB of RAM on a 64 bit Windows 7 box isn't enough to load this at the minimum settings in DirectX mode with x86 KSP - That's a shame since I am enjoying Edge of Oblivion with many mods as well - not sure quite why this pushes it over. - I am able to load it at the minimum settings in x64 KSP - but that won't be a stable game - By removing PlanetShine & TextureReplacer (and thus getting less than the minimum intended experience), I am able to load x86 KSP in -force-opengl mode - I plan to try this but I might enjoy Edge of Oblivion along with other mods as I was already experiencing - Astronomer's awesome work either way! - I'd honestly be interested if others are having success with the full minimum install (steps 1-3) on a clean KSP running DirectX and x86 - anyone? is there a trick to it? - Perhaps at some point I will also try other memory management options... -- Active Texture Management -- DDSLoader & KSP to DDS Batch Converter - Overall, thanks for the awesome work! It does look great and I'm excited to find a way to utilize it!
  16. The potential was exciting so I gave it a try - [LOG 23:15:14.757] [ModuleManager] ModuleManager: 861 patches applied [LOG 23:15:14.763] [ModuleManager] Ran in 24.166s [LOG 23:23:37.736] [ModuleManager] SHA generated in 0.105s [LOG 23:23:37.736] [ModuleManager] SHA = AC-A3-5F-CF-43-2E-CF-7D-5E-3D-23-4D-64-FD-66-C5-42-27-2F-4B-B5-79-18-53-30-3D-04-F3-46-C5-C0-DA [LOG 23:23:37.737] [ModuleManager] Cache SHA = 66-60-34-22-74-67-D3-84-EE-A7-39-0D-0F-92-67-63-75-3F-9D-00-7B-B3-1C-C2-63-93-1B-87-9F-3C-C6-78 [LOG 23:23:37.737] [ModuleManager] useCache = False ... [LOG 23:24:02.206] [ModuleManager] Ran in 24.578s ...strange, so I ran it again... [LOG 23:29:45.367] [ModuleManager] SHA generated in 0.086s [LOG 23:29:45.367] [ModuleManager] SHA = AC-A3-5F-CF-43-2E-CF-7D-5E-3D-23-4D-64-FD-66-C5-42-27-2F-4B-B5-79-18-53-30-3D-04-F3-46-C5-C0-DA [LOG 23:29:45.368] [ModuleManager] Cache SHA = AC-A3-5F-CF-43-2E-CF-7D-5E-3D-23-4D-64-FD-66-C5-42-27-2F-4B-B5-79-18-53-30-3D-04-F3-46-C5-C0-DA [LOG 23:29:45.369] [ModuleManager] useCache = True [LOG 23:29:45.369] [ModuleManager] Loading from Cache [LOG 23:29:45.808] [ModuleManager] Cache Loaded [LOG 23:29:45.808] [ModuleManager] Ran in 0.529s Success! But not as I'm locked up here: http://screencast.com/t/alC5MrOiU Dunno - happy to investigate further but that's the results thus far.
  17. Ok - I made one in C# - it's barely usable at the moment. For me personally, the homemade tool and some manual work in Excel will put me further ahead at this task than I've ever been. I'd welcome your courteous criticism suggesting a better solution! I'm ashamed to admit how much harder it was for me to get this far (rusty in development is an understatement!!) - is anyone interested in telling me how I'm terrible at writing code and in turn help me make it useful for others? I'm not talking about testers; I'm looking for someone willing to look at my hacked together code and giving advice on how to organize it and constructively build upon it. EVERYTHING is currently wrong with it but I'm so rusty having someone with more experience giving me direction would help tremendously. https://www.dropbox.com/s/ubyx5zlqmhsy8yt/KSP_Parts.csv?dl=0 The extremely kludgy output as it is raw from the code - many improvements can/need to be made! Note that I have no idea what version of KSP or mods this was run against, it was just a ton of test data. -Talon
  18. Edit: See second post - after no response I decided to make a tool to generate a spreadsheet of parts from the config files - but I could use some guidance/motivation in the development of the tool (C#) - thanks!! Does anyone have or use a tool to generate a spreadsheet of parts with the config values? Over the last couple years I've diffed (using Beyond Compare which everyone should have handy) every version released, noted changes, made many versions of my own spreadsheet, made a terrible tool to generate my own spreadsheet from the part.cfg's, and I think quite awhile back there was a tool someone else made that attempted this a bit by viewing the config in a table. Anyway, when 0.24 came out this was shared: http://forum.kerbalspaceprogram.com/threads/86406-Stock-Parts-Costs-and-Balance-Spreadsheet-for-0-24 and at the time I thought, "gosh, I guess we all make these spreadsheets but surprisingly haven't made a tool to create them?" All was well and good until 0.25 came out and once again I'm looking for a comparison of parts, both to old KSP versions, of mods, etc. In addition the folder/file/name of all the parts was changed (thankfully!) making it much more difficult to do a straight folder to folder compare and see any changes between 0.24 and 0.25. Point is, anyone have a tool to generate these and save everyone making these sheets all some time? :-) Thanks!
  19. I'm enjoying reviewing the updates for 0.24.x and updating a little as I go. Tonight I mostly reviewed the engine changes and found some mistakes in the configs vs what I had planned in my spreadsheet. I also updated the SAS a little to align with the masses of the new parts. Anyway, link above is updated. Get it here to provide me some feedback: Download (drop on top of an existing installation of Stock Rebalance Project).
  20. @chris - I've been toying with a new engine balance for 0.24.2. You might already have your own ideas but what do you think of this? Data comparing stock to my tweaks: http://screencast.com/t/tp52iVbqM4 Chart of TWR vs Isp (Stock, Stock Rebalance, My Tweaks): http://screencast.com/t/WHKK0Lfaw MM Config if you'd like to try it: Download I found the handful of engine tweaks Squad made for 0.24.x put a different spin on engine balance than where Stock Rebalance was headed previously. I tried to embrace the new 0.24 philosophy while making each part unique with it's own role. I also wanted to stay within the "bounds" of stock play. So no Isp higher than found in stock parts, no thrust higher than found in stock, etc. I made Radial engines slightly nerfed in Thrust to Weight Ratio when compared to their counterparts (since radial engines have numerous advantages, I wanted to ensure there was still a reason to use the stock engine as well). I tweaked Isp in general (especially given Squads changes to mainsail and others) to better define lifting engines and atmospheric engines. On paper I'm happy with it but could use some other opinions and will be continuing to test it. PS - Happy to share my work, or the google sheet, or graphs. Or on the other hand feel free to ask that I take down the download.
  21. For what it's worth, I merged the code you created for Part Config Logger/Exporter into the 2.2.0 ModuleManager code and compiled myself a new MM .dll the other day and it seems to be working. I haven't done enough testing to be certain it's working 100% correctly but it's nice. Thank you, TaranisElsu, for making it!
  22. Yep. I found the problem; for some reason the FAR stuff wasn't overwriting the stock drag model for Squad-released parts. Figures I would 'give up' and post half an hour too soon. Did you find a solution? I've had similar things happen with various mods in the past, so a quick fix would be brilliant! Just a shot in the dark, but you have ModuleManager.dll installed in the GameData folder?
  23. Hmm, I am definitely one of the people really interested in a Part Config Logger/Exporter. I'll check it out and see where it's ended up. It is interesting because I thought the in game Debug Part Database had the final configs but perhaps those are also the slimmed down versions. I'll remain optimistic that your custom build of Module Manager does what you were shooting for, exports the configs after Module Manager patches are applied. KSP seems to be modifying the configs, possibly in the part loader, and it deletes a whole bunch of fields so they are no longer accessible. I have now hacked my export method into Module Manager as an alternative solution. I may have to ask that you incorporate my changes into the main MM build unless Squad fixes the part loader. I do not see another way to get it to work . New version: Code: https://github.com/taraniselsu/ModuleManager Download: https://github.com/taraniselsu/ModuleManager/releases/tag/AddedCFGExport Warning: do not use this version unless you know what you are doing. The maintainers of ModuleManager will not support this build in any way.
  24. Ferram, I don't know why anyone is in doubt about players learning how to handle aerodynamic principles of planes and rockets. This guy is clearly demonstrating how Kerbal Space Program allowed him to "learn." Pretty hilarious! http://youtu.be/l2pJM1xAALM
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