SergeantBlueforce
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Everything posted by SergeantBlueforce
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[1.12.x] Soundtrack Editor Forked
SergeantBlueforce replied to linuxgurugamer's topic in KSP1 Mod Releases
I've found another bug: if more than one playlist can be played under the given conditions, the final playlist among such a group will loop indefinitely unless the game is paused and unpaused while it is playing. After doing this, a different eligible playlist will be played when the current one ends. -
Unrelated question, but the contract to start an airline says it will expire after 5 days. Will it ever show up again if it does?
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@Caerfinon Given that is a wontfix issue, why does the wiki on Github explicitly say that these traits will not appear in the astronaut complex?
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[KSP 1.12.3] Bon Voyage (1.4.1) - 2022-10-02
SergeantBlueforce replied to maja's topic in KSP1 Mod Releases
Doesn't that make the controller part a bit redundant then? Unless it's a probe, you can just stick an kerbal on a command seat and get access to the autopilot. Given that, it seems weird how they no longer have intrinsic access to it when inside a spacecraft. -
[KSP 1.12.3] Bon Voyage (1.4.1) - 2022-10-02
SergeantBlueforce replied to maja's topic in KSP1 Mod Releases
Is it intentional that kerbals have an autopilot module that is usable with the external command seat? -
I used unofficial ones, which resulted in the giants receiving, but not casting, scaled-space shadows.
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Sorry for the double post but there is still an issue where the gas/ice giants do not cast shadows on other bodies in scaled space (only in real space). Conversely, Jool correctly casts shadows on its moons. Is this a problem with OPM's configuration or with Kopernicus?
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I should have said moons. Slate and Hale specifically were fine on my end (the ground texture resolution was dreadful but I think that's just an inherent issue).
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I guess I phrased my question incorrectly. I'm aware you have fabrication time, I just wondered if you took into consideration the cost in funds of a part as well as mass, and if you perhaps used it to inform some aspect of the fabrication process (such as time). I think you can definitely get away with the old "it's not a bug, it's a feature" excuse here; this seems like an entirely reasonable gameplay restriction, as one would naturally expect a 3D printer to fabricate something with respect to its own orientation. Obviously you should just make sure you communicate this properly to the player. By the way, is it indeed the case that you're trying to make a fully standalone alternative to EPL? Because that's awesome if that's the case, because no offence to skykooler & taniwha but it's kind of dinosaur in modding terms at this point.
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Yes, I'm pretty sure it was working for me, and not just in scaled space. At least for three of the planets added.
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I am both powerless to stop him nor possess any desire to do so. There is no regulation or rule stating he cannot charge a fee for his work, nor is there any governing authority that can avert the potential pitfalls of such a decision. Why on Earth would I stop using it? I think his mod is fantastic, and I will continue to use it for as long as I am able. I don't feel any kind of moral outrage, indignation, or animosity. I believe wholeheartedly that the emergence of a paid mod market will have disastrous effects on the modding community as a whole, but I don't seek any kind of moral vindication either; on the contrary, I hope that if paid mods do become standard, then nothing else will change. I don't have a horse in this race though, so the consequences are not mine.
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Apologies to @Gameslinx for starting a ongoing discussion on paid mod ethics in their release thread. I wasn't going to say any more on this topic to avoid encouragement of further discussion, but the cat's clearly out of the bag, so I feel I ought to make the counter-argument. Since the days of yore, it has remained an unwritten contract among modding communities that the work they do is done for free. It's no less difficult than real development work, but for decades modders have found reasons to do it without monetary incentive. Donations are fine, but in the end, if you are no longer willing to do modding without a guarantee of monetary return, then you stop. It's easy to argue that modders owe the end user nothing, and it cannot be denied that many of the latter are impatient, demanding, ungrateful, and outright un-empathetic regarding the enormous effort made by modders to improve the games they play. This is true, but it is conversely just as true that no one is forced to start modding, and that the work should be as much for the modder themselves as the users. However this isn't just a matter of ethos, but of practicality, as once you open the door to paid mods, things start to get very murky. If some mods are good enough to charge for, which others can be considered "worthy" of doing the same? How much is one mod worth against another? How much can users be expected to pay? What do we do about forks, or changes of ownership? This situation can, in worst case, lead to irreparable schisms between modders (which I have seen elsewhere) or potentially even kill a modding community entirely. In a legal aspect, there is also the fact that you are charging for modifications made to someone else's product, without the obligation (or often even the means) to ensure the same level of quality control as a professional development studio. To @Gameslinx, the work you do is of exceptional quality. You, blackrack, and others working on the area of graphical modding have done astounding work in enhancing KSP's visual fidelity. I'll happily donate to all of you numerous more times for what you've done to enhance my enjoyment of the game, but it remains my personal opinion that mandating payment for access cannot be justified. Paid early access/development with a guarantee of release by a certain date is perhaps just on the edge of what can be excused, but even that's a grey area. TL;DR: Maybe it's not fair given the time, effort and cost that modding (especially of this calibre) requires, but paid mods can potentially poison a modding community. So to be entirely frank... No, it doesn't.
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The gas and ice giants aren't casting shadows on smaller bodies in scaled space. Seems to be working for me, you may want to try a clean install.
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Kerbin Side Remastered [1.0.1] [1.7.3]
SergeantBlueforce replied to Eskandare's topic in KSP1 Mod Releases
Do you know if KK can cause passive overhead on any other planets? Preliminary testing on my end indicates it may not. -
Kerbin Side Remastered [1.0.1] [1.7.3]
SergeantBlueforce replied to Eskandare's topic in KSP1 Mod Releases
The only reason I asked here is that, funnily enough, there seems to be no performance impact when Kerbal Konstructs is used in isolation. In any case, using the KSP community fixes mod seems to largely nullify the stutter, presumably due to its PQS update optimisations. -
Kerbin Side Remastered [1.0.1] [1.7.3]
SergeantBlueforce replied to Eskandare's topic in KSP1 Mod Releases
Is there any possibility that kerbal konstructs or kerbinside is slowing down PQS updates? I might be wrong but I feel like I may be getting worse stutter when they're installed.