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KSP2 Release Notes
Everything posted by NathanKell
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I'd just like to point out, as I did on the KAS thread (although apparently no one concerned read it), that the issue of abandonment is rather overblown. Do I think even no-forks licenses should have abandonment clauses? Yes. Has it thus far hindered the usual punching bags of these threads, Majiir's mods? No. Because--guess what--Majiir did actually care enough about the community to give folks leave to continue development. So long as mod makers are, in practice, willing to help others, willing to share expertise (which matters a heck of a lot more than sharing code or assets), I think the practical upshot of our licensing policies is good. If the ability to choose more restrictive licenses gives mod makers the security to be freer with their help (or to show up at all) then I think they are worth the ideological cost even for hardened proponents of free software. Finally, an interesting side point: if you really think the open model is better, if you really think that open projects are more dynamic and vibrant and long-lasting, why bother prohibiting closed ones*? Won't they just die out, be forgotten, be out-competed? *Not, of course, that you can. Because you can't.
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Sure! Alas there's not standard "read here for details" about logs; there's generally three things one can glean from a log. 1. If you're the author of the mod in question, you can get info on why/how your mod is breaking (but you have to know your mod's code well, i.e. *be* the author) 2. You can search for Exception and see what is throwing/catching exceptions. You'll get the fully qualified name of the method that threw the exception, and the stack trace back up until it was caught by Unity. This will tell you what mods have issues. 3. (Relevant in your case) You can check at the bottom of the log and work upward and see what the most recent exception(s) were. In your case, it says "out of memory" so....I think you ran out of memory. On Mac KSP is 32bit only, so you get a maximum of ~3.3GB allocated to it. If you go over that limit, Unity will crash. Sounds like you need to either remove some (part-heavy) mods, and/or increase the scale= paramters in ATM (scale is actually a divisor, basic defaults to 1, aggressive to 2) Regarding the log: huh! Thanks for the extra effort! Are you sure just zipping and uploading that file, rather than trying to read it, still results in only half the file getting zipped?
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Aerodynamic failures on Minmus?
NathanKell replied to Wanderfound's topic in KSP1 Technical Support (PC, modded installs)
Hey, glad it's solved! No worries. -
The section you deleted has instructions on how to change it...
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Feelings about being able to fly without MechJeb
NathanKell replied to LitaAlto's topic in KSP1 Mods Discussions
So, KSP is a sandbox game. That's why we love it, I think. But you know what that means? That means people get to play in their own sandboxes, and other people shouldn't come by and kick the sand. I both fly my aircraft with a full-on HOTAS setup (and get up to some crazy hijinks, believe you me) and automate most of my spaceflight, because that's how I fun. So feel free to talk about what's good or bad for you about any given addon, but please don't tell others how to have their fun. -
Docking ports and 'control from here'
NathanKell replied to artwhaley's topic in KSP1 Modelling and Texturing Discussion
Well, that's good; I was worried it was using the part transform... -
[0.90]NEAR: A Simpler Aerodynamics Model v1.3.1 12/16/14
NathanKell replied to ferram4's topic in KSP1 Mod Releases
While modifying Pwings for personal use is fine, you *do* need DYJ's permission before uploading any derivative works, as the license requires DYJ's permission for changes. The issue is that Pwings looks for the presence of the FAR assembly. You need to point it to NEAR's. (IIRC) -
[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
NathanKell replied to DYJ's topic in KSP1 Mod Releases
These don't support NEAR -
First, for clarification: KAS was originated by kospY and kospY is still the ultimate authortiy for the license. It is not within Majiir's rights to change the license; he was merely maintaining it during kospY's absence, something he has deputized taniwha (with some excellent help from JeffersonFlight!) to do for a bit. Kethane, also, for the record, is in a bit of a bind regarding open licenses because while *most* of the code is Majiir's, the original Kethane also is not, *and* the assets are from others with their own licenses. As to the danger of closed-license mods being abandoned, while I definitely think that even mods that do not allow derivatives are well-advised to have abandonement clauses (ECLSS is a great example, although no one has taken asmi up on it...), I think the worry is a bit overblown. Why? Well, let's look at this very thread. It's really something that people are complaining about the horrible dangers of KAS's license meaning it's abandoned and unfixable...despite it being neither abandoned (Majiir's away for a bit and deputized taniwha) nor unfixed (when Majiir first knew he didn't have time to fix he opened it up to all, and JeffersonFlight ably stepped in). Finally, I find it a bit rich that people are complaining about mod author selfishness. The author is so selfish, they released their work to me for free but not in the way I wanted them to!. And if you want to encourage mod authors to release their works under more open licenses, the best way to do is *not* to berate them for being insufficiently generous with the work they're already letting you have for free, and are volunteering to support, too. Nor should you get up in arms if there's a bit of a delay in keeping the mod working, due to the author having a crappy time in real life (and also, it must be said, on these forums, where Majiir was called a spyware author, evil, and the worst of the worst. Because that's a sure way to get him to want to keep contributing...) My own position on licenses: Like taniwha, however, I want to point out that all my own work is open licensed (CC-BY-SA and the like, usually), and I am happy to argue in favor of open licenses, but I fully respect, and will not besmirch, those who choose other licenses, especially those who in practice are willing to help others with their code and let others use snippets of their code when needed.
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Aerodynamic failures on Minmus?
NathanKell replied to Wanderfound's topic in KSP1 Technical Support (PC, modded installs)
Ok, you have an utter crapton of exceptions from all sorts of things. I'm going to ask you to follow the guide and narrow the problem down. Can you replicate the problem with *just* FAR? Also, for FAR and any other mods installed necessary to replicate the problem, please follow the guideline and list their versions. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
NathanKell replied to RedAV8R's topic in KSP1 Mod Releases
chicknblender: cool Yes, although thus far I haven't done anything to EVA because it has to be done plugin. And, um, I'm kinda putting that off until I have time to actually sit down and replace 'em with people. -
I....don't see a log. Also, we need the *versions* of those mods, as that will narrow things down. Speaking of narrowing things down, please find the *minimum* set of mods that causes the issue. Please follow the guidelines; you're close, but it's missing some very necessary stuff.
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
NathanKell replied to TaranisElsu's topic in KSP1 Mod Releases
Hurrah! Excellent -
chrisl: ok, nothing super obvious. Make a thread in the Support (modded install) forum and follow the guidelines and we'll try to sort it out. MrUberGr: Game version. This mod will change how things look only in aggressive mode (which auto-resizes textures to reduce memory usage and increase performance). In either basic or aggressive, the point of this mod is to decrease KSP memory usage, which will prevent crashes.
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[1.0.4] ModuleRCSFX v4.2 Aug 23 OBSOLETE IN 1.0.5
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
HoneyFox: if that's still true, I'll try to fix. I don't use EFFECTS for RCS so I haven't run into it. fathed: the stock module will only use one thruster nozzle if you use PROPELLANT nodes, even if the part has lots of thruster nozzles. I.e. only pressing W results in thrust. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
NathanKell replied to RedAV8R's topic in KSP1 Mod Releases
chicknblender: thanks to your *excellent* reporting, the bug is fixed. I also cleaned up some other stuff and officially released v3.0 of ModuleRCSFX. You can get it from the thread, or once Red makes another RO release. -
Aerodynamic failures on Minmus?
NathanKell replied to Wanderfound's topic in KSP1 Technical Support (PC, modded installs)
Please follow the guideline. It's required for a reason; with what you showed us, we can't just magicallly intuit the answer. -
Working as designed; the fairings do the decoupling. You *are* using the floating node to attach it, right? Not one of the nodes on the interstage itself? If you want to decouple the floating node without decoupling the side fairings, use KJR. It will change the behavior to that.