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koberko

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Everything posted by koberko

  1. How about hockey match in 2000 years old Roman Amphitheater? In the middle of summer? In town on Adriatic sea? ;D http://www.medvescak.com/eng/news_2012_2013/news031.html ZIG ZAG!!
  2. Damn you otO_moto! You always do some crazy things! :D Tip for next time; make a video
  3. World of tanks Free to play online multiplayer tank simulation/action game. I play it for almost a year and it\'s great! http://worldoftanks.eu/ And here you can see a lot of videos and video tutorials: http://worldoftanks.eu/media/?category=4
  4. Here is one idea... Latest events regarding SOPA, Megaupload and Anonymous, made me think a bit... Is there actually anything that can be done against those giant corporations and organizations? I admire and support enthusiasm and passion of Anonymous, but I can\'t fight a feeling that all of their actions are in vain... Crashing down couple websites won\'t do anything serious.... In mine opinion, only thing they (entertainment industry) will ever understand, is money... So, to make them realize some things, they have to feel it through money. How to fight entertainment corporations, SOPA and similar things: - switch your focus to indie music, movies and games - if you decide to buy something, try finding something interesting in indie market - don\'t even download pirated versions of 'mainstream' media - if you really want something that\'s 'mainstream', wait till it\'s on discount What\'s point of this? - to show them that internet are not websites, blogs and facebook; internet are people! Internet are all of us! - to show them that we, people/internet have power to decide for us and to act for us - to make them realize that we are their customers and buyers of their goods, and that if they want us to buy that, they are ones who have to adopt to our needs and wishes, and not other way around. - to make them realize that we won\'t allow censure of entire internet, just because some music company director can buy just one yacht instead of two. If you agree with this, please share (just copy those two paragraphs)...
  5. Yup... http://rt.com/usa/news/anonymous-doj-universal-sopa-235/
  6. Hm... One interesting news.... Today they shut down Megaupload and arrested his directors, by accusations from RIAA (Recording Industry Association of America): http://www.pcmag.com/article2/0,2817,2399105,00.asp :-\And just to clarify things; personally, I\'m against piracy, but as I have stated in start of this topic, I believe that piracy can be reduced drastically (they will never remove it completely) if they solve other problems that are causing increase in pirated materials online. Repression is never the answer... and it can just make things worse.
  7. Here is comment I made on FB later today: They don\'t understand that people who they are trying to prosecute are ones that actually help them earn more money... But we can also help them earn LESS money, if they continue to act like this...
  8. I apologize; I was writing my post in same time when you posted that last post. And I didn\'t have attention to bash, but rather to try to explain best I can. Anyway... This what they are trying to do is not a way to fight piracy... There are far better ways to do that, but only if they show will and understanding to do it in right way. I\'m usually not guy who will see conspiracy in everything, but this forcing of repressing laws, looks to me like they are trying to force some law, with excuse of fighting piracy, but in reality they just want to censure and control internet.... I hope that i\'m wrong, and ones who suggest this kind of laws, are just ignorant and shortsighted....
  9. Your access to UK based Wikipedia from UK won\'t be affected by that. But it can affect access form US to UK wikipedia... or one other example: You make your own website; some small online businesses located in UK, and you aim to have world wide customers. Many of your customers are form US. But, someone posts link to some web site or clip on your site (it could be spam bot), and US government will block your website for all US citizens, because by that law, you are responsible for post made by users. Or one more example; you (from out side US) post something on website hosted in US (for example, let\'s say is this site; Kerbal forum... Even I don\'t know where they are hosted), and US government can block this site for entire world, because it falls under US jurisdiction. Or you post link on Facebook of some remix of popular POP song from Youtube...They can clam that this remix breaks copyright rights, and just by that, they can block access to Facebook and Youtube alike! They won\'t process you who posted that, but they want to make so that website where that is posted is responsible for that post, so they will block entire website! Oh, and one more example how this might be used in wrong way... That example of your imaginary online business .... Let\'s say that you have competition in US.... to bring them down, all you will have to do, is post a link on their website with some copyrighted material, and send message to owner of those copyrights, and they can legally ask that your competitions website gets blocked. But, luckily, apparently that law won\'t pass...
  10. I was inspired by recent events related to SOPA and PIPA, and start to think about piracy in general... Here are my thoughts: http://www.brobible.com/brommunity/story/let
  11. Sorry guys for 'jumping' in to this discussion, because I\'m not a flight sim fan, but I\'m familiar with MS Flight series and his popularity and modding community... So this news about removing modding ability from next iteration of game, really sucks! 'Free to play, pay for ingame content' games are on rise, and more and more games are turning to this concept of payment, but crucial thing is how that is implemented and where is implemented... Here is one example of bad implementation: Battlefield Heroes from (guess who) EA :-\ - they made free to play multiplayer shooter, where you payed for some unimportant to gameplay stuff, like hats, clothing and atc. You could also buy XP and credit boost, that allowed you to advance faster, but it didn\'t have any direct impact on gamplay alone. That boost or clothing didn\'t give you any advantage over 'non paying' players when fighting each other. You had same guns and same character as everybody else... You just needed to play a bit less to get to next level then other players. But, then they implemented new (better) weapons, that you could buy for real money or ingame credits. But problem was that you could buy those weapons for ingame credits for just couple days, and price was so high that you needed to play quite a lot; if my memory serves me right, it was around 100 or more games a day; with 5 or more min per game, that was more then 8h of gaming a day just to earn enough credits to buy that gun again after those few days. But for real money, you could buy that gun permanently. And that give great advantage to paying players, because ones with 'premium' guns could pawn you even with way less skill then you; for example, regular sniper rifle was less precise, had less ammo, and did less damage, and on other hand, premium sniper rifle had more ammo, larger rate of fire and way more damage. So you ware not able to kill guy with one shot, and while you ware ready to shoot again, he manage to shoot you twice, and just one shoot from his rifle could kill you. So in end, it turn out that you ware not able to play this game as free play user, because all paying users dominated battlefield. And for good example of 'Free to play, pay for ingame content' game, I will mention Wargaming\'s World of Tanks For real money, you buy ingame gold that you can use to buy Premium account that give you 50% more XP and credits. And you can also buy premium tanks, that are in general less powerful then regular tanks, but they earn more credits. And regarding credits, system in game works in way that lover tier tanks earn more credits then are expenses to repair them and buy ammo, but higher tier (better) tanks earn less, and often you end up in minus after battle. So you have to play with lower tier tanks to earn credits for higher tier tanks. But big difference is that none of payed stuff effects gameplay alone; only your skill is what will decide if you will win or lose. Sure, you can buy 'gold' ammo that you basically pay for real money, and that ammo can do more damage or penetrate thicker armor, but they made it so expensive that it doesn\'t pay off to buy it. Only place where they use that ammo is in clan wars, but in clan wars, you can even earn gold, so you don\'t have to spend any money on it (and if you play good in clan wars, your entire clan can earn so much gold, that none of your members doesn\'t have to spend any money to get gold for any type of payed content; so with good play, you can for free get premium stuff). Basically, game favors good players and gives slight advantage to ones that pay, but just in way that they will have to play less battles to reach next tier or earn credits. I personally play World of Tanks each day for almost a year, and I have couple weeks ago decided to buy ingame gold for 30€, so that I can buy one premium tank. Now I can play a bit less games to get same amount of credits as before, or in same amount of games, earn more credits. And in mine opinion, 30€ for one year of gaming is bargain price. And just one info; that type of tank that I purchase for real money, was sold over 30 000 times (over 30 000 players owns that tank), and with 30€ price, that\'s 900 000 € just from one tank. So this also works for developers. But this system of 'Free to play, pay for ingame content' game works if it is implemented correctly, and if is implemented in to right type of game... And I don\'t think that MSFlight is right type of game for that kind of system.... And it kind of makes people dumb; they stop creating their own content, and rather wait for content to be 'served' to then, and just to pay it... And when you pay 2€, 3€ or 5€ for some stuff, at first it doesn\'t look like much... but over time it accumulates and in one year you realized that you have payed 200-300€ for stuff in game... How will this work for MSFlight is thing that only time will give answer... But it will defiantly kill one of most important aspects of this game; modding....
  12. Tnx guys for info... I was hoping that is at least possible to make semitransparent material using alpha channel in texture (not just full transparency). Regarding 'glowing' material, I was aiming for glowing parts of ship to get something like this: http://fc08.deviantart.net/fs16/f/2007/133/d/7/Ogame_Space_Ship_Wallpaper_by_ToBiOh.jpg and this (windows): http://www.moduscrea.com/3d/images/prototypes/BS_Giant_SpaceShip_01.jpg
  13. Here are mine. I used only standard parts....
  14. I don\'t know if this counts, but I have manage to get 254 729 m/s using stock parts and gravity of sun (and veeerrryyy low orbit pass over sun).
  15. Can some one point me on some info regarding materials? For example, if is possible to make glass like semi transparent material and glowing material? Or if is possible to apply normal maps to parts (I can see normal mapping used on planet when you are far from it). Tnx.
  16. Nice! Now go bigger!! And regarding my base... It\'s on Munar!!! :D Here are screenshots: So, let\'s try it again.... Liftoff!! Munar, here I come (5th time with this craft)! Touchdown! Time to go home, but first, let\'s do couple orbits around Munar... and let\'s make them low... Look! I can see my house from here!! Ahh.... Space Opera..... Almost back home... And we are home! And now... Let\'s build bigger one and put that one on Munar!! :D :D
  17. Hi. I\'m attempting to build and 'plant' base on Munar, so I\'ll like to share my progress, and to challenge rest of you to try to do the same; Idea is to build large as possible 'base' that will be launched and landed on Munar, and then using return vehicle , return back. Construction of Munar base: Testing on launch pad: hm... aren\'t we going in wrong direction?? Starting to land on Munar: And that landing part i mentioned above? It didn\'t go as planed: Oh, and part where you have to return back home? There ware some problems with that to... I have to redesign landing gear (it broke off soon as i touch ground, and I made veeerrrryyyy soft landing, but still was to much for landing gear), and try it again...
  18. Yeah, I have to give you credits for design; I have tried not to make it the same, but I have find out that this one works best... To make it a 'Smooooooth rider' craft has to be single stage, and it had to have enough fuel to reach orbit with slow acceleration. I have tried to keep acceleration within 1m/s, but as I have mention before, at one point I forgot to decrease throttle, and got higher acceleration then intended... And it would be nice to have some graph of Gforce over flight, or at least display of maximum Gforce an avarage.
  19. 1.4 G Stable orbit at 102-104 km All stock parts. Sunrise on first orbit: Approaching KSC: At KSC: Final result and max G-force: P.S. I think I could make it with even less G\'s... I got distracted at one point, so I didn\'t decrees throttle in time, and Gforce went from 1.2 to 1.4 >
  20. Here is couple of images of test plane... I have canceled glide due to ridiculously slow speed (it stabilized at 15m/s, and drop rate of just 0.2-0.5 m/s). I have made another one, but I couldn\'t make him stable by him self (with help of SAS), so he didn\'t fly well on his own (It required small adjustment every couple minutes). And that\'s not good, because I plan to make it 'automated' so that I can leave him to fly over night.
  21. Hi guys! I\'m currently testing my plane, but on smaller scale; plane is currently flying for 1h and 30min and has crossed 850 km with 3 tanks of fuel (one hour of powered flight and till now 30min of gliding)... When it will be done with gliding stage, I\'ll scale up design, to see how far that will go... and gliding could take a while; now it has constant forward velocity of 30m/s and drop rate of some 1-2m/s... and it\'s still at 2300 m I\'ll post images when flight will be over.
  22. Here is my current best; 92 824m I have started with default thrust, and when I reached 15 000m i initialized full burn.
  23. Second attempt; 89 919m I have lift of at default thrust value, and when I reached 200 m/s, I started full burn witch lasted till 1050 m/s and some 25 000m height...
  24. Here is mine attempt; 68 823 on single tank. I used one LFT and one LFE, and one decupler to remove 'sticky' take off effect. I have take off with 40% of power, and when I reached 100m/s, I reduce power a bit, then I reduce it for each 30 m/s I gained till I reached 200 m/s. Then I went full power till I reached some 900 m/s. Then I left it to slow down slowly till top height.
  25. I have reduce textures for this models to 256px, but they are different from original textures, so they are not a big use without this models. P.S. Does someone know how to reduce (or turn off) particle system? Think that that also has big effect on performance.
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