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Everything posted by steve_v
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Add some realism mods, and look again. And who says only kids like fun anyway?
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Greening the world's deserts and reversing Climate Change
steve_v replied to SpaceMouse's topic in Science & Spaceflight
This is entirely true. However there are some that refuse to believe and try to argue with this truth. And that opens the discussion to politics... Where politicians are involved, the conversation inevitably descends into politics. Lets' not, on either point. Lets just pretend that politics has nothing whatsoever to do with anything being discussed here, so as to not have this thread stomped on by the mods, yes?- 29 replies
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- climate change
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Greening the world's deserts and reversing Climate Change
steve_v replied to SpaceMouse's topic in Science & Spaceflight
Don't look at me, I only baited the trap... Either can be political, or scientific, depends on how one discusses it.- 29 replies
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Greening the world's deserts and reversing Climate Change
steve_v replied to SpaceMouse's topic in Science & Spaceflight
Starting with not making more than die naturally. Preferably less. I volunteer to not have heaps of kids, sure. I took that as avoiding the contentious topic of "is it happening / are we causing it". This is a discussion of solutions, so those old arguments are (so far) moot.- 29 replies
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
steve_v replied to sirkut's topic in KSP1 Mod Releases
There are releases on github for both 1.3 and 1.3.1, but the GUI has... issues. These will soon be resolved. You did look on github, right? -
Greening the world's deserts and reversing Climate Change
steve_v replied to SpaceMouse's topic in Science & Spaceflight
The problem with which is: Where? People are taking over areas suitable for trees at an alarming rate (still), to plant crops to feed the (still) ever expanding population. Then there's the teensy problem of fresh water to irrigate said trees, which people are also sucking up at an alarming rate. I hope this was a joke... The solution to climate change is fewer people. Same goes for most of the world's problems.- 29 replies
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CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
steve_v replied to politas's topic in KSP1 Mod Releases
My personal preference is QT, but it's pretty C++ centric. I'm sure there are C# bindings, but they're probably messy... I'd be happy with GTK - it's not bad to work with and it's been around a while. Looks like it's winning anyway, so I'll keep my trap shut for now. -
Greening the world's deserts and reversing Climate Change
steve_v replied to SpaceMouse's topic in Science & Spaceflight
It is. Yeah, I'm pretty sceptical of this guy too. I haven't investigated his claims in any great detail, but the solutions he suggests sound suspiciously easy...- 29 replies
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macOS users PLEASE READ!
steve_v replied to Darth Badie's topic in KSP1 Technical Support (PC, unmodded installs)
Gah, force of habit, unix standard and all that. Of course Unity doesn't follow the convention. -
The game is fun, the community isn't a thinly veiled adolescent liquiding contest. So you get the gamers who like to play for fun and relaxation, rather than compete for e-peen. And space exploration appeals to all ages. Why wouldn't it?
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cloud savegame backups
steve_v replied to Stefano Balzarotti's topic in KSP1 Suggestions & Development Discussion
I do, and I do. ROFL. With any other devs I would tend to agree. Squad used to have a game updater based on rsync, but it was too much work to maintain, apparently. What makes you think this will be any different? I buy only software that has no DRM, and doesn't phone home. Squad implements either of these and I'm out. Don't like that? Tough. I don't like being treated as a criminal by default, and having to "prove" I'm a legitimate customer with online licence checks. Sure. See the above comment on "phoning home" Of course there isn't. This game contains no DRM, and that's one of the reasons I am willing to pay for it. Ditto. Not my problem. I object to having to prove my legit customer status. Legal systems around the world use an "innocent until proven guilty" system, software doesn't get to be different. Like the "prerelease only for Steam customers" thing they did? Seeing how "perks for players who use a certain service" turned out last time is only a forum search away. If you're intending to implement it for everyone, that means tying it into accounts on Steam, GOG, the various console platforms, and Squads own store. Too much hassle if you ask me. How is "custom account/cloud system" not "force users into particular cloud solution"? This paragraph is a contradiction. I have a "cloud" of my own. On my own server. Will it support that too? I don't have a Google account, I don't have a Steam account, I don't want either. Why waste developer time on something that isn't difficult to do yourself? I'd much rather they spend time fixing the game engine. I can think of at least 10 ways to do "cloud" saves without any work from Squad, using readily available software. Again, why bother? It's always a physical machine. The disks are somewhere. It might be going through 3 frontends before it hits a SAN, but it's still someone else's machine somewhere. IME, "cloud" is a buzzword used by sales reps when they're trying to sign you up for a subscription, nothing more. --- TL,DR: If "online licence check" is one of your primary reasons for suggesting cloud saves, then I'm 100% against it on principle. If this was the devs intent they'd just sell their stuff on steam and be done with it, rather than reinventing the wheel. And they'd be short one customer. There are more important things to be working on anyway. 100% this ^. Less work, same benefit, no tracking garbage. -
cloud savegame backups
steve_v replied to Stefano Balzarotti's topic in KSP1 Suggestions & Development Discussion
Why bother? If you want "cloud" backups, there are many solutions available already - just add your KSP saves directory to whatever client you use. If it doesn't support custom directories, use symlinks... or get a better sync client. Better still, add it to a proper version control system like git. I really don't get this current obsession with "clouds" anyway. Files are files and you can put them wherever you want, including on someone else's machine - if you like having your stuff on a storage system you have zero control over and require and internet connection to access. Improvements to the save/load system I can dig, but this 'aint one. If you make something idiot proof, only idiots will want to use it. If one can figure out orbital mechanics, putting save files where you want them can't be that hard. I don't see a positive cost/benefit ratio here at all. The moment KSP/Squad starts "tracking" anything is the moment I delete the thing - permanently. Add the term "legal copies" and you're one step away from DRM. How is this an advantage of cloud saves? -
If people would just write their game engines using cross-platform libraries (e.g. SDL) to begin with, ports would be a whole lot easier. Assuming one isn't using some esoteric programming language, of course. This game looks good, but not so good as to break my "no native port, no purchase" rule. Wine is good, and I do use it to play some old games I have, but I'm not buying any more Windoze-only games unless they are truly awesome. I will, but I hold little hope given the FAQ entry. Sounds like the devs made it too difficult for themselves.
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That looks... Awesome. No GNU/Linux port though.
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Can we get a single-page start screen?
steve_v replied to xtoro's topic in KSP1 Suggestions & Development Discussion
Haven't used openbox in a while, but IIRC most window managers have global shortcuts. You could configure one to launch xkill. -
Can someone help me read that crash report?
steve_v replied to Nicome's topic in KSP1 Technical Support (PC, modded installs)
Only by your choice. I'd say it's worth it to spend the time fixing it, but up to you. This is also a good illustration of why regular backups are good... Because nobody got around to coding it? Good idea. CKAN is open source, so feel free to contribute. Or open a feature request on github and hope somebody else does it. As CKAN currently lacks this feature, you might try searching for recently modified files. I have no idea how to do this in Windoze, as I don't use it, but on *nix running something like: find ./ -iname '*.dll' -newermt "1 Sept 2017" ! -newermt "1 Oct 2017" In your GameData directory will, for example, list all .dll files last modified between the specified dates. Should at least give you a pointer as to which mods were updated recently. Presumably that MS operating system has similar basic functionality. -
Probably because the little plunger switch somewhere under the parking brake lever is jammed. I have no idea why anyone would need this light anyway, most of my vehicles are too old to have one and I don't feel I'm missing anything. Put a bit of tape over it if it annoys you, and if it feels like the park brake is still on... Check the park brake. Which leads me to another complaint: Vehicles that beep at you if you open the door with the keys in the ignition, beep at you if you don't have a seatbelt on and the keys are in the ignition, won't let you start the engine without your foot on the clutch AND the gearbox in neutral, beep at you if you exceed 100KM/H, etc. etc. Stop badgering me already, I know what I'm doing. How does anyone drive these things without going insane? And why is that bloody beeper so hard to extract from the dash? I had to take half the interior out to kill the damn thing last time. And the ignition interlock is jammed in above the gearbox where you need rubber arms to reach... Gah, give me a vehicle made before 1980 any day.
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It's really just TC with a shorter main plot, no corporation missions, some ship rebalancing, and a bunch of quality-of-life fixes. From the sandbox perspective, I'd say it's actually better than TC. AP started out as an interim game, but a bunch of community content (read: plots) was added with the later patches.
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You missed that other one (assuming you include AP mods)... Litcube's Universe. Adds some aggressive end-game foes to spoil your pretty empire, among other things. Not quite as polished (mainly re. ship models) as X-tended, but still quite good. Ditto. There is that. You could call finishing the campaigns and unlocking all the start scenarios "success", but that kinda misses the point of "sandbox" IMO. KSP doesn't really have an end goal either, unless you count unlocking all the tech. Kinda meh, but I still play it. Both suffer from end-game blue-balls: Once you get all the shiny stuff, there's nothing left to use it for.
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Recommend? Love X3/TC/AP, been waiting for something similar since the X:R disappointment. It'd be playing in wine, so I'll probably grab the "unofficial trial" to test first, but that's a bit of effort. Hows the trade/fight/build/think balance? Reminds me, must go aggro the terrans some in my aggy... Nothing like the PSG for a bit of indiscriminate carnage.
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For added difficulty, I'd put a life support mod top of the list. probably USI. Or Kerbalism if you want more challenge. Next would be FAR, for aerodynamics that aren't ridiculously forgiving, and aircraft that fly like aircraft. Then KIS & KAS, for some EVA fun, and a way to salvage that mission you inevitably screw up. For more interesting career mode, Contract Configurator (and some contract packs), plus Strategia to make the admin building useful. A few more parts are always nice, pick those that take your fancy. Near Future & MKS add some nice end-game stuff. I also run M2X/M3X for planes, MRS or KWRocketry for rockets. For spicing up the visuals, I highly recommend Stock Visual Enhancements. I also consider Editor Extensions, RCS Build Aid, Kerbal Alarm Clock & Waypoint Manager to be pretty much indispensable for quality of life and reduced frustration. If you want an autopilot (warning, makes game "easier" in some scenarios), you can't go past MechJeb. If you just want the information without the piloting help, Kerbal Engineer. The list goes on, I have 66 mods installed ATM and it took me a while to settle on the important ones. Best just try some and see.
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CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
steve_v replied to politas's topic in KSP1 Mod Releases
Always hit the simple stuff first, and hit it twice in case you missed something. We've all done it. Yeah. I don't run AV when (on the rare occasion) I have to use Windoze, because I have robust backups and enough common sense to not open "invoice.pdf.exe" when it arrives from a random address in Slovakia, or expose insecure servers to the 'net. I tend to run disposable, virtualised installs these days anyway. But then there are Users. Users can never be trusted not to do something boneheaded, so when trying to keep a bunch of muggles PCs running properly an AV solution is pretty much mandatory. Adding to the problem is that modern malware is often based on zero-day exploits (thanks a bunch, <insert government agency>), so traditional pattern-based detection doesn't work so well. Hence the expensive and intrusive heuristic approach. I could probably put up with with the false-positives if it wasn't for every free AV product also including scareware, adware, toolbars, browser extensions and "PC tuneups"... To "add value"... But it's when the AV obstructs explicit operator commands that I tend to get all scorched earth on the thing. That's just not OK. -
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
steve_v replied to politas's topic in KSP1 Mod Releases
My response to any software doing something moronic like what Avast just pulled is pretty simple: nuke it. Seriously, is there any "free" AV product out there that isn't a steaming turd? On a more helpful note: You have tried shutting down Avast, right? -
People who will not try something new, will not think, and will not experiment. People who immediately dismiss any solution that cannot be bought "off the shelf", preferably from China. People who liquid on anything they don't understand, and refuse to learn. People whose interest in, and respect for those working on a task is directly proportional to their understanding of said task. People who immediately stop listening to me as soon as I say "math", "calculate", or "oscilloscope". People who say "just do it for me" whenever I try to explain anything, so I have to waste my time doing it for them repeatedly. Other people in general. I'll take machines over people any day, at least they don't actively obstruct me when I'm trying to get something done.