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Everything posted by Moach
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my oh my! - you got it! :thumbup: i was starting to think nobody would be able to - but you did it :cheers: you have been awarded the rights to a cookie! (real cookie not included) ;D harvester left his post as the lead guitarrist when he moved to mexico - i continued on with the band and even performed some large gigs as the opening band for a moderately-famous brazillian metal band.... (more cookies to whoever finds what the name of band that was) but, nope - it wasn\'t nearly as awesome as it might sound, believe me - it\'s mostly 14 smelly dudes stuffed in a van for countless hours with large and heavy gear taking up any remaining leg room - to play in venues that lack the most basic of hardware needed for a decent act.... all in the glorious company of adults that make a living out of acting like angsty teenagers... sometimes we got free beer tho : my favourite band is MetallicA - hands down... i also enjoy guns, iron, ozzy, zeppelin, etc... you know, the classics
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whoever can first find the band that HarvesteR played guitar in until a few years back gets a cookie! hint - the vocalist for that band was me :thumbup:
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cool! thanks :thumbup: funny thing - i could see it when i posted it.... not sure why some ppl couldn\'t funnier thing - my act of singing the tololo song doing an impression of the trololo guy : -- no videos of it, tho.... i\'ll post if one is ever available (gotta be drunk enough)
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LOL! - that was glorious!
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hey wait? didn\'t i just reply to this thread? uhh... http://orbiter-forum.com/showthread.php?t=25891 that can only mean one thing...... oh god! the moon rocks are self-duplicating!!!
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exactly the point - also with no user content, they also create a 'planned obsolescence' condition where they have full control of just when they\'l want players to grow bored and go buy their next ripoff.... it might not be blatantly illegal - but it\'s unfair trade to a non-irrelevant degree - specially so if you consider things like this: - a market has evolved around FSX payware addons, people are making a living out of it - M$ had no part in it - but supplied the base for this industry to develop upon - there was fair competition within this payware market, free to anyone entering as any fair business would have it - with new FS releases, M$ would boost this market with new possibilities, albeit rendering some items obsolete - now, they introduce a release that renders EVERYTHING obsolete - they also introduced themselves into the payware market, but in a condition of monopoly - forcing out all competition this could be seen under the terms of consumer law as UNFAIR COMPETITION - they have RIGGED an accessories market into witch they have forced themselves without giving any chance of existing publishers continuing with their fair business a textbook hostile takeover - which i believe is worth being revised as to just how much it\'s even legal it is possible that payware publishers could take M$ to court over this -- they have been dealt an unfair hand and had the rug pulled from beneath their feet.... i don\'t expect any good to come out of it - but in a fair world, they would be obliged to publish an SDK that gave the existing industry a fighting chance *sigh*
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well, i\'d be the governor of the world, so everybody would wanna be my friend, i expect : back onto topic, kinda... i\'ve noticed that DCS A-10 Warthog is already up for grabs - and now, THAT\'s a real flight simulator! :thumbup: you see the difference in attitude - DCS picks out one single aircraft (which happens to be the meanest machine ever to take flight) and models it with precision from gun to tails : -- then they attach to it a very clever highly flexible mission editor/generator - ensuring a potentially unlimited replay value M$ gives you a 'free' simulator for which you must pay repeatedly to get additional content, none of which users can create, and guarantee it\'ll only remain interesting as long as they find it 'convenient' within their evil schemes.... they\'ve butchered a trhiving addon-centered industry - that will now most certainly move to the other simulator (XP10) and more than likely, if nothing changes - it\'ll take the throne where FSX once sat sooner or later..... i\'ve been a working programmer for the past few years - i\'ve been a community-involved gamer for over a decade - and i must say never in my life have i witnessed any development fault so unforgivably large in a single, ill-conceived move they have put to waste the whole franchise -- after 25 years of proven success, a series that stood ahead of the pack as the longest-running title in PC gaming history dies an inglorious death by the filthy hands of DLC villains the Spore debacle now seems like an understandable sequence of misled decisions, ultimately leading to a fateful demise.... this is nothing like that - there was absolutely NO EXCUSE for even conceiving such a terrible fallacy let alone deciding for it - there are no words in human speech that can fully express the sheer bulk of FAIL that we are faced upon.... i honestly believed there was nothing could be done that would surpass the Spore fiasco in decision-making ineptness -- this did it! it shot past the line of complete failure so fast the line is now a dot... a gaffe so severe as to turn a decade-long acclaimed legacy of PC gaming into a cautionary tale of 'what not to do' has me flummoxed by seeing just the unbelievable extent management stupidity can reach without any apparent restraint nor but a sign of hesitation mark my words - this blatant lack of regard for players dignity has brought the industry a new low -- i feel dirty sharing a profession with evildoers capable of this level of corruption.... may they rot and wither in the feaces-smeared bog of incompetence upon which they burrow! may their failure to comply with the most basic degree of adequacy become their downtrodden pratfall into gangrenous decrepitude! may their leprous offspring decay and wallow in the cesspoll of their inbreeders shame and disgrace! ...feel free to add - i\'m not done cursing these bastards - and very likely never will.... it also feels very therapeutic - you sould try it :
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i find it severely dusturbing how one mans dumb ideas will outrage millions of obviusly much smarter people.... and by some reason - this guy does not get hanged in a public square anymore.... no, instead - he\'s giving out orders and superior instances of the human class are actually following them IN MY GOVERNMENT - i shall instate the PUBLIC ENEMY LAW - a counter-loophope initiative allowing the people to decide what should be done of individuals who haven\'t quite exactly breached the law, but are invariantly held in the lowest of regards by the raging angry mobs than once toted pitchforks and torches (and for some reason, that\'s not ok anymore these days).... so when i\'m elected governor of the earth - there\'ll be hell to pay - and we\'ll let the internets decide just how much it sould hurt! but for now - we\'ve already got a few thousand non-buyers for them -- how\'s that working out for ya, M$? -- wanna hear the news? - WE\'RE NOT YOUR BITCH!
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we all did.... and now it\'s dead.... they did say things about flight procedures being simulated to the same extent as before... this sounded promising and would have been warmly welcomed if the arcedeish parts of it were kept in the form of missions as FSX did so formidably.... but then they took our addons away.... i hate them now.... must.... murder..... kill...... do general violence things..... destroy......
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this is my face, last time i checked.... Can\'t see it? Re-hosted here: old photo, but stll looking the same.... no longer working at that specific office tho, we\'ve moved to a bigger one :
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today, we mourn another inglorious decision that enters the gaming industry halls of infamy.... it was declared that M$ Flight will no longer feature an SDK - meaning no more user made addons - no more of the very thing that kept the Flight Simulator series thriving for 25 years... it seems there wasn\'t any room for that which was once heralded the heart of the flightsim community in their new and despicable 'free game, pay for content' business model - so it was ruthlessly murdered as a game programmer, today i feel shame in beng involved in this industry - this is a dark day that shall be remembered as that of the worst decision since EA killed Will Wright\'s original Spore (see GDC 2005 video) putrid amounts of hatred and cess ridde filth befall them! - in a single, highly conteptable business move - they turned a promising comeback of the FSX legacy into a flop before it was even released come to mind, Spore was comparatively a 'honest mistake', since in that case there was plenty of room for error as the developers ventured into a completely novel type of game with 25 years of solid success behind it, Flight was supposed to be a sure hit -- and then, in a single bad move - they missed let us mourn the day when another once grand series fell victim to corporate business thinking -- i shall cease my programming for the day with a heavy heart, in the shadow of this unspeakable atrocity that befell the very series that got me into making games in the first place after giving in to furstration after months of powering on the 'campaign to make spore better' - it pains me to say, this is far worse... i gave spore a chance and paid to see if it really was as bad as forum posters were saying.... i shall not give this a chance - it has died right here for me, months before release... i suggest you save yourself the frustration and do the same - X-Plane 10 is looking quite promising : so much shame this day.... curse them, curse them all!
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This topic has been moved to General Discussion. [iurl]http://kerbalspaceprogram.com/forum/index.php?topic=5245.0[/iurl]
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Brazillian - albeit hardly patriotic... legally i\'m Spanish as well, tho i\'ve never really been to Spain (planning to, in a near future)... still living at S23.631115, W46.695119 - google coords, get map :thumbup: HarvesteR is also Brazillian - now residing in Mexico City.... i know this because we did share a womb for some months between 1984 and 1985... it was NOT comfortable, i can assure you - even tho i don\'t recall much of it, being a fetus and all.... plus it was the 80\'s... the world was weird back then... i think people as a general culture were under the impression they had made it to 'the future' somehow.... which then again, kinda explains the 90\'s as being a dull style-ridden hangover of a decade of uncanny electronic drums that sounded nothing like the real thing and.... *urgh* shoulder pads..... *shudders* i might be a little thunk, i drink :cheers:
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the ' further' a tank is along the linkage chain/tree, the highest priority it has to begin fueling whatever\'s plugged to it... this makes it possible to predict the flow order and design your fuel systems quite nicely, i must say - my mnemonic rule-of-thumb for fuel line placement is 'to, from' first click sets the destination, second click sets the source.... this also means it\'s impossible to feed parts that don\'t allow surface attachment by routing fuel to it directly (which needs to be fixed, as i have told HarvesteR) even so, you can always edit your cfg\'s and make your engines allow it - or you can plug the line onto a tank that feeds the engine normally, and it\'ll work just as well a cool trick i like to do, is to route fuel over a PLF set explosive bolt between the source and target tankage... this gives you the authority to manually 'cut' the fuel flow when you pop the bolt, and works wonders when you have an overweight upper stage that needs to get up there with less tha its full load, or if you have a Falcon-9 type of setup where you want the center part of three identical stacks to keep burning after the side tanks are empty :thumbup:
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How do i : Squiggly line orbit
Moach replied to MassiveEffectz's topic in KSP1 Gameplay Questions and Tutorials
i think it involves a highly elliptical trajectory where your ApA so high your tangent velocity there is lower than the planets rotation (thus you go 'backwards') and you PeA is low enough to keep a periodic pass over a fixed longitude.... the Molnyia orbit looks like this: and here\'s more info on it -> http://en.wikipedia.org/wiki/Molniya_orbit for the Tundra orbit it\'s pretty much the same - but you need to get twice the orbital period of a Molniya trajectory (fly higher) so you go around in 24 hours rather than 12 now, this should be a little different in KSP, since Kerbin has a 4-hour day (or something close to that).... but the theory still applies just as well, i guess : -
How do i : Squiggly line orbit
Moach replied to MassiveEffectz's topic in KSP1 Gameplay Questions and Tutorials
here\'s more on the whole deal.... http://en.wikipedia.org/wiki/Ground_track now, for all who replied with unhelpful comments: please don\'t insult people for posting questions you may feel are 'stupid' -- it sounds terribly arrogant if you and your friends won\'t wanna play with you anymore if you keep that attitude - so try to be nice or just don\'t post at all :thumbup: -
i\'ve had this problem before... i\'d advise you double-check the case on the .dae file extension.... many times i\'ve seen .DAE extensions written in upper case - try using that and see if it loads :thumbup:
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do mind Unix-based OS\'s are case-sensitive for file names and paths, while windows is definitely not so.... : this leads to all assortments of frustration when producing cross-platform code... perhaps a failsafe device should be installed into the loader, so all paths are made case-insensitive to prevent further mistakes from this so hmm, yeah... check your filenames :cheers:
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[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
Moach replied to Tiberion's topic in KSP1 Mod Releases
+1 for the verniers as high-powered RCS jets :thumbup: :cheers: - cheers for everyone involved in this pack - it\'s really awesome and quite handy to have around! now - a little buggity-bug i found (just a minor oversight, really...) some of the structural parts are missing the 'fuelCrossFeed = true' setting that would allow them to be positioned between tanks and engines without blocking up the pipes.... since this is something of an inconvenience for me, and quite a deal-breaker for kerbonauts counting on that engine to light up (and then it doesn\'t) - i went ahead and fixed it myself.... but then i figured i\'d have to keep doing this every time a new version is released... so the faulted parts are: * NP_1.75m_1m_cargocoupler * NP_1.75m_2m_adapter * NP_1m_1.75m_short_adapter * NP_2m_1.75_adapter those are the structs that will block fuel supply when placed before an engine.... i would recommend they get that revised.... anyways - i also believe the RCS tanks should be made fuel-friendly as well.... i think rockets could benefit handling--wise from having heavy RCS reservoirs placed down aft, rather than up at the nose : anyways... just a thought - great pack! lots of fun :cheers: -
funny how this thread has it the other way around - it was Orbiter that 'bred' KSP in the fiirst place : HarvesteR himself learned to fly stuff into space with Orbiter - so did i.... heck, we shared the same PC back then (and got into quite some epic family fist-fights over that inconvenience) but anyways - thing is, if there was no Orbiter, there\'d probably not be KSP.... even the tool i made for 3dsMax which HarvesteR included in the SDK was initially developed for making Orbiter addons now, i guess that\'s easy to miss since a few months ago, the KSP community passed the '1.0 O/F mark' (the point where it has as many users asthe Orbiter Forum, ~8000) yep - at the time of this posting, KSP is now at 1.385 O/F and counting :cheers:
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yeah, dropbox says Nova\'s account has been generating too much traffic (i wonder why :), so downloading from it has been disabled, it seems.... you could start a google-code project to host it, you know.... the CFG\'s qualify as 'open source' to a reasonable extent :cheers:
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assembly language isn\'t hard, really.... it\'s actually very straightforward it\'s just that it gets plain unmanageable, for any program larger than a single function or two.... and it\'s absolutely incompatible between platforms, so any 'port' is actually a full rewrite.... i opt for leaving that stuff for ppl making compilers... for me, i find it\'s very unliikely that a REAL need for it will arise for the majority of projects i undertake - and even so, you can always just '__asm' it into C++ and skip all the 'boring' part : so while assembly isn\'t hard - it IS usually best written by machine than by man.... now, this is a 'hard' language (its name might be found offensive)
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i believe the most important things would be for mods to feature a prefix tag to identify the pack/author before anything else.... then one could add a subset of further tags for part type, radius and stuff.... but absolutely most important is the pack/author tag - since it makes maintenance a LOT more organized... now, i had suggested already that if a single mod folder could contain any number of cfg files for defining multiple parts, the whole thing would work a lot more smoothly (including being able to reuse/share texture and model assets between similar parts) but at least until HarvesteR decides to hear us out on this one, this can just as well be a sticky, since it\'s of such high importance *edit: i have added a note on this in the 'tips for releases' sticky thread, so we try to keep things organized a little more than not now, i have updated my own parts pack to bear the 'mac_' prefix (for 'Moachcraft Amalgamated Components') - advice is for all authors to do the same, lest all sorts of mess ensue :
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yes, that was my next idea.... i just might use one of those - being that this is a purely conceptual thing, and it\'s really not even meant to be visible during flight (or after a real pod is inserted)
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i think i\'ll just go and do it.... i had thought of modelling a 'pod' that wlooked like the crew members, sitting on a barebones cockpit looking at a control panel or something.... but then, this wouldn\'t even be visible, except for the VAB, and would not fit unmanned stuff too well so i think the ball-pod sums it up better than anything.... you can\'t really see it once it\'s covered by the pod, so why bother with the added poly count, right? :