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Moach

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Everything posted by Moach

  1. Mostly _MetallicA_ else, I rather make my own.... shameless self-plug levels approaching critical health hazard threshold!!! just tonight I finally managed to upload a copy of our first CD to the forever-tube -- I'm pretty stoked about it, personally... but I think this might be of interest of KSP players everywhere, considering three of the people who first conceived "Kerbals" as a thing, (way before the game, when it could easily cost one a limb or two) are members of that band.... the name was changed to "Vanquish" about a month prior to printing the first few thousand discs (damn you, reminiscent 1990's, and your cumbersome physical-object-format media!!) - before that, the band went by the name "Bad HarvesT" any possibly perceived naming coincidences are exclusively due to a strict set of self evident cause-and-effect relationships as determined by obvious proof and factual observation, which does not imply that one thing has to do with another..... according to ancient astronaut theorists...
  2. that would require at least two or more processes of relocating individuals to a different country (Shotgun on Canada! where it's convenient for me!) we'd gladly do it... except that "real life" and whatnot stand in between -- plus, given that we've all ended up in different countries, there's a few thousands of miles (nautical, not shorter statute ones), which I'm sure we can come together to assemble a reasonably airworthy vessel to traverse... ** rethinks decision process leading up to fastening seatbelts aboard an aircraft constructed to the infallible standards of the KSP crowd.... it's probably ok, I guess - what's the worse that coul... <heavy audio clipping, unintelligible voice> <comms interrupted, probably cellphone interference, we all know how bad those are for aircraft> <the sound of thunder heralds unforecasted storm clouds, most likely... what else makes that sound?> <static noise floods channel> <a conspicuous smell of burning emanates from the outside windows> <faint background crowd cheers/panic type sound> <static> <silence> ... **
  3. Ok, with apologies on standby for the semi-completely-shameless attention grab post here... but I do believe every true KSP fan would massively appreciate a chance to hear first hand just where the "musical knowy-ness" that brought us the KSP main theme has originated. To those who don't known, before we ever realized that making games was ideal as a career and music as a hobby - and NOT the other way around - myself, my brother (HarversteR), plus another founding father of the "S.R.P-4 Kerbal Kardboard Rocketry Klub" were wholeheartedly committed to becoming a major rock band in the ranks of MetallicA (no ambitions, right... simple plan) So there you go - the original album of a band that up until half-way into that album, went by the name "Bad Harvest" insert deep mental connections about that name here: [ ◙ ← JACK; 9v DC; INDOOR USE ONLY ] the band lasted for some 10 years, though by that extreme end of it's duration span I had remained as the only original founding member of the band... just the same drummer was unchanged since Crossbones, though he had not been one of the original three who started the whole affair, and had in fact joined in just prior to us recording this album... alas, it had not been considered well enough that, at our particular geographic location at that point in time, an english-speaking band was in dire shortness of translating... most of our erstwhile countrymen were more or less hard-pressed to even pronounce the word "Vanquish" (albeit it having been chosen after much lucubration over backwards-compatible band names to latin languages) - let alone them understand the lyrics we worked so hard on.... ...of course, if ppl had there had such trouble with pronouncing "Vanquish" correctly, it becomes cruelly obvious just WHY we had to think of it as a more-easily-read-by-portuguese-speakers alternative to "Bad Harvest"... in retrospect, ppl messed it up anyway - might as well have spared ourselves the effort well - obviously, immigration was a step that had to have been taken PRIOR to attempting to cater to the rocker crowd (of which there are only a thin few in south america) - well, in retrospect... right? oh well - business model fail aside - we did put together a pretty sweet band in those years (2004~2009~ish, before they ruined it* ) -- I still think this first album was really just the exact kind of music we felt like we should inflict upon the world * this was a development that followed our second album, "One Man Army" - HarvesteR had been at a safe distance in Mexico by that time... he was the first to see the hull-breaching sh'tberg that lay ahead, I think - he bailed out right before the actual recording started... and soon after "One Man Army" was complete, left the Bassist.... what came after is a story much to unsavoury to fully explore, even for my well known quasi-random, uncontainably digressive writing style.... in short: it sucked, and some involved should feel plenty bad about it - I did my best, but facing the inevitable, I chose to let them sink with that over which they so intently struggled such that it became "THEIR ship" anyways - rock on! we made this music because we felt like doing so - and that is what it's all about.... and something about Kerbals too, I think
  4. what I'd probably do.... uh, die. most likely... it's not like a pan-global nuke-spam superfest offers much room for barter, is it? now, if the question were "what would I do if kinda-doomsday scenario where only the most ingenious and technically inclined individuals would survive in the resulting junk-wars frontier world?" that'd open up a gigantic new can of radioactive mutant worms
  5. I kid you not, kids! it's the real deal! I thoroughly recommend exploring all songs in the playlist - as one of them happens to almost prophetically describe the legend of Jebediah Kerman in its lyrics... it was written over 10 years before any Kerbal had ever been named "Jeb" (though Kerbals pre-date even Vanquish) "Vanquish"* existed as a band from the frayed edges of early 2004 up to the doom-fraught scatters of 2011, when it violently disassembled unto a singularity, following which several units of mass failed to yield themselvesxC² as energy, and to this day remain unaccounted for... the person doing all the singing is me (right of lineup photo) - at the opposite end, is former KSP project lead HarvesteR - he plays most of the guitar solos and sings the backup lines as well. the bass player is one of the original members of the S.R.P-4 Kerbal Rocketry Team, the bunch of teens who somehow managed to not explode off their digits in the process, such that a pair of them became programmers much later the drummer is actually a popular comic-book character in south america, known for always doing things backwards -- his father is a famous cartoonist who publishes these comics, in which he's based most characters off his own children... * unrelated bands by the name "Vanquish" do continue to exist, and remain comparatively affected by mass extinction events and the ruthless passage of eons to the limited extent of my knowledge.... despite myself holding the (probably expired) trademark for "Vanquish" as a band name, these band are free to call themselves that as they please, as I don't really care even the little enough needed to check if I still own it and/or did not hallucinate the entire process over a decade ago -- either way, let them be... in the music business, they got enough problems already Since all the music of "Crossbones" had been registered for copyright under my name, (since I was elected "least likely to quit at random") I hereby grant that it be in the public domain since the time of their uploading (just about an hour ago)... hopefully no greedy-thievy 'record publishers' dare try claiming copyrights and give ppl [stuff] about posting videos with it on the tubes... that, I'd have a problem with - this is an independently recorded album, made possible by band member relatives who happened to own a recording studio cheers
  6. the main thing that I find odd, is that: The Mün was always meant to carry an umlaut (the "ü") this can be clearly seen in the writing upon the failed kerbally successful lander featured in the background of the main menu (in some instances of it, as it alternates with the orbit EVA variant)... one would have thought, now that the game features proper localization, (and surely with it the much necessary unicode support for such a thing) that this long existing oversight, as old as The Mün itself, would have been noticed. no doubt, this has got to be one of the lowest priority bug reports in the whole of ever - but well, I still find it amusingly odd that it is that way
  7. well, don't take my phrasing down too literally there - I meant "back when they were good" more or less thinking of the way some known companies had at a certain point in their history, switched their line of thinking from "make things people wanna buy and sell it to them" to "make things and tell people they are free, then sneak in methods to get them to pay without noticing" -- this of course, does not apply to the many noble companies who never did make such an unwelcome transition (and to whom the criticism is also not relevant) also, I consider DLCs* in the form of finite-purchase items with immediate value (aka: expansion packs) as individual releases, and should be understood under the definition of "games" in my statement *this is to exclude the alternative use of the term DLC as meaning "items that can be purchased with ingame currency which is acquired with real money", a practice which I believe should be immediately outlawed by governments, ideally with companies who engage on it made to pay reparations to the many they knowingly abuse - this practice is the cornerstone of all that is rotten in the industry today, for it deliberately exploits users within a local monopoly where the profiteer controls both supply AND demand - fundamentally betraying capitalism at it's core. often this is done by intentionally harmful methods which exploit known gambling addiction behavioral patterns, even subverting the same studies meant to help those afflicted with it to hone their tactics and inflicting such malady onto children (often at the expense of unsuspecting parents) -- and worse of all... unlike the gambling addict, there is zero chance of ever hitting a jackpot here and remember, the manner in which games were sold "back when they were good" has nothing to do with how they are distributed - I'm VERY glad the days of the boxed CDs are gone the same way as VCR movie rentals which had to be rewinded before return but I would very much rather the tried-and-true ways of putting out a small demo and selling the full game outright would return I'm still trying to work out a perfect way of phrasing my rant - it may need a few more tries to get it just right but surely you get the gist of it by now
  8. 3/10 the life form manifested above denounces implications that it's physical configuration as an organism may not necessarily match the number of heads recorded in lifeform catalogue entry: human this hereby self-describing life form, (self) confidently assures that it possesses all physical traits and inhabits the same celestial body as described in the archives under "human" this life form also declares that it manifests behavior which is compatible with that described in the catalogued definition of "human", certainly in such a way that is uniformly consistent and soundly placed within the statistical distribution and variance thresholds for this class of organism
  9. so far nothing horrible seems to have happened - let us hope it stays that way... I believe the community has very well voiced their concerns and very well founded opinions on the matter - any action to oppose them would be truly the work of a greedy, uncaring, undeserving, and inexcusably ignorant decision maker. I believe I speak with the voice of nearly every player on every platform when I say: We do NOT like Freemium games, we never did. We would much rather buy our games normally like we did back in the days when they were good may that simple, yet fundamental notion carry on, echoing loud and clear throughout the entire industry, an industry whose ultimate undoing hinges upon these simple, yet stern words of warning. that which is unwanted by the many will always fail, give it time. much like the arguably ever enjoyed boybands of the corporate 90's, Freemium games will decline and ultimately vanish, replaced by both honest well built alternatives, and a new lot of greedy trendchasers who will invariantly lose billions in unconvincing attempts to push gimmicks in place of true value alas, some of the greedy do succeed, as with enough millions to spend in advertising, one can forcibly wrest a return from even the most undeserving investment - and due to survivorship bias, only those stories become widely known, and the cycle continues. however, only one in a thousand (and increasingly less) nugget-seekers in the modern gold rush that is the videogame industry will actually ever find anything. the rest is usually never heard from again. most likely eaten by a bear
  10. there's a simple method by which I normally heave just about every kinda crazy doom-beast spacecraft into orbit by the seat of my pants mostly.... no mechjeb or nodes required thought it helps to have something like NanoGauges, or some other form of keeping an eye on your ApA and PeA without having to alternate back and forth from the map (which I find a bit unsettling, as it throws off my sense of orientation for a few moments that I'd rather not compromise) the most basic form of this "maneuver" (only Indiana Jones would have the cheek to call it a "procedure") is something which I had explained in a VERY early tutorial video, in the primordial days of KSP, back in a Time Before The Mün this is how it's done, without ANY instruments and without using the map view (which didn't exist back then), look: you no longer need to do this THAT much by the seat of your pants - but the principles are all the same it takes some 2250 m/s to orbit kerbin at about 100km - this is my ideal orbit, since it's low enough to make the most of the oberth effect* on the way out to anywhere else *extending your ApA works most efficiently from a burn performed at as low a periapsis as you can get without hitting something denser than space feel free to quote me on my "explanation" of the oberth effect - just don't try it at home... or anywhere else where you have a ceiling... on Kerbin at least, in most cases, the first 1000 m/s onto orbit are really just a matter of pointing the nose at your velocity vector and working the throttle (assuming you care for such cozy comforts as "throttle control") so that you don't shoot straight up and waste all your fuel vertically and/or run too shallow as to turn yourself into an unplanned hypersonic test aircraft... when this works correctly, it is almost indistinguishable from a maneuver called a "gravity turn" the video above gives you some more or less well-defined values to keep in mind during ascent - you can easily tell if your high or low by remembering a few "checkpoints" of altitude, speed and nose elevation angle along your ride up to space nowadays, I use NanoGauges just to be sure - it's one of my all time favourite mods, for it provides all the information you need without being unkerbalistically precise about it... so you can still fumble your way into space but without the hassle of alternating to/from the map view all the time with or without mods - the trick is, watch your vertical speed, altitude and orbital velocity as you scare away the planet with your mighty rocket - you want all those things to converge on their "planned" values at exactly the same time as you cut your engines... obviously, that never really happens - but close enough is all you need (you can always improve your performance with a well told story afterwards) if you do this just right - you will have MECO (Main Engine Cut Off) at the precise moment when your orbit becomes circular - this can be verified by checking that you have near-zero vertical velocity, and at that same time, your altitude is somewhere in between an ApA and a PeA that you find satisfactory enough to call an orbit nevertheless, even though I shoot for 100km, I usually end up at least a bit higher some 90% of the time -- seems the (stock) atmosphere on Kerbin makes for a vertical launcher "comfort-zone" around 120~150km... it's curiously much harder to set up shop lower than that, and you often end up wasting oodles of fuel to kill the vertical speed needed to clear the atmosphere - I find the precision required to pull off a circular orbit below 100km without a secondary burn and/or fuel waste sits just astride the fine line that separates skill from luck so don't sweat it - between 100 and 150km is a very good orbit to start with, and if everything goes well, you'll only need to fire up the engines again when you're burning off on the way to your fate destination and don't bother too much with a perfect circular orbit either - unless you're setting up a satellite or some such, anything less than 20km between your ApA and PeA is generally fine, as long as the latter isn't running through any stretches of atmosphere/terrain, so don't waste your fuel trying to be perfect... (|ApA-PeA|<10km is pretty damn nice, and <5km is just showing off) also at this point I often just ditch any awkwardly sized near-empty stages I might still have that make orienting the ship difficult, the little dV saved by emptying out a clunky hulk of leftover fumes most often doesn't compensate running out of RCS juice later on (or the dV lost by hauling up extra gas for steering the hulk) anyways - that's my method... I rarely ever use orbit entry burns on the way up from kerbin - I got lots of practice with that planet in the days when there was really nowhere else to go... for other bodies, I usually do use nodes almost every time - not just because I haven't memorized any such checkpoints to do it "Kerbin style", but mostly because, without atmospheres (which most destinations don't have) you can very safely hurl yourself suborbital, let go all the controls, and calmly adjust a node at some convenient point along your ballistic trajectory without ending up like a cinder block inside a tumble dryer
  11. well then - that was my very first thought as soon as my brother showed me his earliest playable demo one day. I remember, I was at work at the time, and I had arrived earlier than anyone else in what was then a very small company of four ppl... back then I was married even - whole other life - anyways, since there was nobody around in the office, I was merrily working on my G42-200 addon instead of what I was actually there to do (this is not related to how that job ended, my modder habits have been so far harmless to my career, I think) so well, just then, my brother came up on skype and had something he wanted to show me - he had shared a few things before, like the first perlin-noise terrain tests he made, and some other loose stuff that would eventually come together in the first version of the game... and this was just that, he had a playable build for me to see that day this was somewhat similar to the first version we have posted on the wiki, but earlier, with less features and more bugs - the kind of child only a programmer could love and I played around with it for a few minutes and it struck me - there is no ACTUAL reason this HAD be 2D, seeing that he had gone to many troubles in order to forcibly constrain one axis of the physics simulation while rendering a 3d world, and many bugs had resulted from that so right then, I made what a suggestion that just might have changed the fate of the game forever -- I told him: if the point of this is to just go as far as possible before you inevitably explode, then one might as well make it a full-range simulator - the "how far can you go" mechanic remains unchanged, though all kinds of far-fetched possibilities appear for players who somehow DON'T explode as far as I recall, that was the very argument I gave him -- and that day, he listened! even if simply because, there was only one thing holding him back from doing exactly this, which he had also thought about by that point - and that was that it would be extremely difficult for anyone to steer the ship looking from outside in full 3d, whereas in 2d it could all be handled in "screen space" luckily for us all - the very thing I was working on just then for my G42, was the backup mechanical nav-ball instrument in its cockpit, see: that's the familiar-looking gauge right above the dog... which is there because, uh... reasons (I rly dunno why there's a dog on that pic, I just got it off google... prob'ly reasons) anyways - I sent him the texture I had used there, and told him how to go about rotating the ball with the ship and whatnot... not long after, the next version he showed me was fully 3d and featured the NavBall as we all know so well by now and that is the story of how KSP became a simulator, instead of a 2D build-and-burn, how-high-can-it-go style game funny how things turn out
  12. yes... that would be perfectly reassuring and confidence inspiring for everybody around, right?
  13. that's the furthest I've gotten so far whilst being able to maintain near total stability and performance... load times are between 5 and 10 minutes depending on whether MM can load patches from cache or not (having the console open significantly slows it down, so I just alt+tab and let it run its course, it's a single threaded process anyways, and my 2x6-core hyperthreading CPU can easily do anything else in the meantime) once all is loaded, the RAM footprint sits in the vicinity of 10GB - which is fine, with a 16GB physical maximum before windows even has to begin paging stuff to "disk" (mind the quotes, there are no moving parts for storage on my PC anymore)... mind that windows always does this anyways, any sections of ram not in frequent use will be paged, unless disabled by rather obscure settings, the kind you might mess up your PC by fiddling with - with an SSD, this is not as noticeable as it was back in the days of mechanical disk drives also, if you've noticed the "hidden" folders, those are really just a method I was using for identifying problematic mods by removing chunks of troublemaking candidates and visually identifying those who had been already checked, once I found the issue, I just left them as they were, so that's why half of them appear that way - this has no impact in how the game operates, so without such features as "folder tags" on windows, (few gripes with win7 I got) marking a folder as "hidden" is a decent enough workaround (icons have to be set one at a time, alas - otherwise, they'd work even better) I've then evolved my maintenance procedures to work around the concept of a "quarantine folder" - then I can use that to isolate a potential troublesome "chunk" and painstakingly reduce the group to a culprit by a process of trial, error and research (I usually google the current "chunk" for known issues as the game takes its sweet time to load) lately with this method, I've so far been able to clear out issues that had in the past been causes of "great derps" and could only be resolved by a full mod-hoard reset, which as we all know, is quite a traumatic event - this is my all time record in bulk mod assembly with no cost besides requiring some patience while it loads
  14. actually, there is one -- it's so much older than any of the oldest ones, it'd have to be a negative version number even I've recently found it on a loose flash drive I had around - here's where I posted a link to it:
  15. if it fails - you can very easily just remove that argument and continue with business as usual... it's very unlikely that it should cause problems which are you cannot remove by simply removing that flag - so might as well try and see what happens and let us know, maybe you find something cool (like free extra performance)
  16. I call mine MoachCraft.... it remains a linguistic mystery how that name came about, some experts suggest it may be a combination of "Moach" and "Craft" - but discussions on the subject have filled many a book without consensus -- I guess it's just another Kerbal thing... like how they all have the last name "Kerman" and that's simply one of those things that one comes to accept as being "normal around here" - he who dares ask why, ends his day with more questions than he had before
  17. keep in mind - only major releases are actually expected to cause mods to fail completely - that's the second number left-to-right in the version tag say, going from 1.2.1 to 1.2.2 should not normally cause any major issues (not saying it doesn't happen, you know... Murphy's law) - but usually one can even get a very large percentage of mods across between a major update, like 1.2.x to 1.3.x, and no big deal problem is -- there are a FEW mods, which do fail - and a few of those few (Firespitter, for one) happen to be a dependency for many others - some of which, may even be a dependency for a third layer of fail.... THAT's where trouble starts as far as parts-only packs go, they are more or less impervious to aging - and one can run packs which have been around for eons and get away with it fine (albeit inefficiently, since newer parts can make better use of more recent and streamlined parts of the API) but let this fact never be lost from reckoning: THERE IS AN API, and it has been deliberately designed to facilitate and allow mods as widely as possible - sometimes this was extremely difficult to achieve, I recall my brother ranting - but it had always been, and hopefully shall continue to be an overriding priority in all development cycles, that if there's anything a player might look upon and think "that could maybe work better...." that he has all the resources to implement whatever he wishes without having to resort to hacking the game that is what allows mods to remain as mutually-compatible as possible, even in the face of updates throwing everyone off their feet in a jostle every now and then but take a game that actually DOESN'T have an API, and the difference is massive - for example, several years after the last "official" update to IL2:1946, most mods are allergic to each other unless painstakingly assembled into a pre-built collection (and good luck adding stuff on top of those) - when the team who still makes updates for that game do release a new one, it takes months, even years - definitely not days, before ANY mods port over - and any compatibility across them has to start again from scratch KSP mods take days, months at worse.... by then the (also deliberately devised) must-be-open-source policy ensures that anyone who's less patient than he is handy has all the freedom to solve his own problem, and publish the solution, provided he sticks to the original licensing terms
  18. I might have one version of KSP that is actually EARLIER than the very earliest one ever made and it was not made by, my brother HarvesteR - it was made by me it ran on <cringe> flash </cringe> - so you might need to go on chrome settings and allow flash to run if it doesn't work... also - it doesn't really do much, it just lets you drag parts onto the build area and recalculates the CoG and a few other things but I guarantee, with a last-modified date dating back to 04/09/2008 (two years before even the earliest unity versions) - this is THE EARLIEST EVER version of KSP wait WHUT?! -- does that mean?.... yes, it is proof that I would legally own 50% of the copyrights of the original KSP concept at the time the project was started this has some interesting legal implications, which creates perhaps a bit of an awkward situation... see, one cannot sell that which he does not fully own - and I was never consulted when my brother agreed to sign over full rights to the concept to Squad - including what was my equal share at the time (sure, he's done more NOW, but not back then he still hadn't) you see that this can cause several uh.... issues why did I not ever make a fuss about this? well, for the sake of the game actually being done, I had an informal agreement with my brother allowing him to go about it without the hassle of any paperwork, which at that initial stage, could have been a bit of a major hindrance, for we live in different countries - the hurtle of an international copyrights negotiation would have derailed the extremely-low-profile startup of KSP development thus it was my choice to just let him "get away with it" - given that KSP itself was seen as a greater good than any personal gains one might have had from a formal arrangement nevertheless - that agreement existed only between my brother and I - and I have never been contacted by squad at any time - mostly because as long as he was there, it was generally alright (minus that he never bothered adding my name to the credits under the "concept" header - because brothers, eh?) now - this is a curious situation, for once he left - he had no legal right to hand over MY share of the original concept.... that was not very nice how it happened also, I don't think he ever really mentioned this to his then employers, who were most likely assuming the concept was ALL his own.... now that, was perhaps not very foresighted I guess if I wanted to make a big deal out of it, that'd be some headache for a bunch of folks.... I do not fancy headache, and I still see KSP as the greater good here... so I hereby extend the "gentleman's agreement" that I had with my brother over to Squad themselves, so that they can freely go about their business with take-two and whatever - with only a handful of wishes to go with it: - first and foremost, that any new developments be done with the same spirit of the original game, in a way that never hinders or detracts the capabilities of the modding community - that the game would never offer sale of ingame currencies or any such infinite-demand-trade-cycle schemes (DLC is fine when it has a well defined, finite value, i.e: expansion packs) - and if possible, that PLEASE, someone finally add my name under my brothers in the credits under the "original concept" header - for I have been pestering him for years to do that, and he never got around doing it with those few wishes (not even necessarily binding conditions, because gentlemen don't need those) I offer a trouble-free solution to what could otherwise be a somewhat unpleasant situation, and this offer is presented here, in front of a hundred-and-seventy-thousand-and-something witnesses (current number of KSP forum users), to hold it in full effect so let my half of the original KSP concept be a gift of gratitude for the community that made it actually happen, and the people who believed in it back when it was just "a wild idea about little aliens not being very good at space" just take good care of it, eh? cheerz
  19. I was having a similar problem, crash on about 75% loaded, no proper reason it seemed I went through a chunk of mods at a time (got over a hundred here) - and the culprit turned out was AviationLights, which I can only guess was wrongly updated by CKAN to a state which was incompatible with 1.2.2 don't know if that's your problem - but the symptoms are much alike
  20. good advice to all -- we must preserve this state of KSP for a possible "community edition" for which there is non-negligible reason to worry may become necessary - big money has historically been almost always bad for games like this to say there's no need to worry is some wishful thinking - I say take precautions, and THEN allow yourself not to worry it's not that we don't trust them.... but uh, we don't necessarily do trust them simply, it would not be the first time - and contrary to widespread managerial-level belief, gamers are NOT gullible idiots - and we remember EVERYTHING, grudges duly held where applicable.... if this were to turn out for the best (as we all eagerly hope, now that backups have been secured) - it's not unfair to say that many of us would be seeing this event as a first... cause really, historically - big money = BIG trouble, and blunders are expected in exponential proportion to budget size - with an alarming >90% correctness ratio so basically - we're holding our breaths for an EXCEPTION to an otherwise very unpalatable rule of averages so there is our most eloquently put response to this announcement - we have backed up our games away from any devices which might alter it without our express consent, you know... just in case sorry for the less-than-warm welcome, but unlike the "ppl upstairs" have a often shown a tendency to believe, we take our game seriously we wish for the best nonetheless.... backups safely stashed
  21. these are very very great tools indeed! so extremely handy so much so that I must ask - any chance of a backport to 1.2.x? - it's gonna be a WHILE until 1.3 is actually standard, and there are a vast number of players, myself included, who have not made the switch, and probably won't until a reasonably long time when all the mods we cannot go without have been brought up I would reckon (as some modders have done) that there is enough of us making this choice as to warrant offering the backwards-compatible option... I understand that would be adding some extra work, but for many players this is keeping us from actually enjoying your wonderful work just thought I'd ask, for the lot of us
  22. I'd advise one to take this unique "quirk" as an opportunity to ensure that your landing gear setup is sound and can actually withstand an event somewhat less intense than a soft landing... for if it fails THAT test... one might perhaps reconsider the wisdom behind choosing to actually make this unlikely apparatus airborne there are mods that will ensure it starts with brakes on - so that it doesn't roll off from that, as it can often do... and you can minimize it by moving the whole job close to the SPH floor, then securing it with struts because safety first, right? I mean, first - and then of course, consequences - usually quite spectacular ones
  23. don't you dare suggest that! it goes against everything the modding community stands for and the most fundamental spirit of the game sale of ingame assets is a VERY controversial subject - and there is a very valid reason for us all to worry about the possibility of them infusing the game with C.A.N.C.E.R. (Commercially Abusive Novelty Coin Exchange Rookings) remember, Freemium isn't free - and it will destroy gaming as a thing worth pursuing if allowed to proliferate - we should all realize this and push for legislation rendering the sale of in-game currencies ILLEGAL this because that concept breaks the very foundations of capitalism, for every freemium game is in itself a localized total monopoly, in which the sole profiting party controls both supply AND demand, with zero possible competition - and mind that this is done knowingly, also using addiction-based methods as well to squeeze off >90% of revenues from an afflicted <10% of users, whom have been lured in and become victims of a yet-unrecognized form of exploitation so do NOT suggest, even jokingly, about being willing to "pay for this and that" because that is how it starts -- these are not game designers making these calls, they are hungry, greedy business people who "monetize" things until they become ghastly abominations, and get derelicted in favour of the next big fad also, for every company that succeeds in this grizzly affair - a hundred small, honest ones are harmed, or fail altogether as a result that investors are very susceptible to survivorship bias in their decisions, so they all want to "do it that way" because they think players actually enjoy this... little knowing that in order to get a greedy-grab title up to popularity, there are millions of dollars put into advertising it as an indie game developer, I say NAY! and make a proud stance that any game I shall have anything to do with must be C.A.N.C.E.R. FREE! - players unite for a C.A.N.C.E.R. FREE gaming industry! tell everyone - allow no greed to sully your favourite passtime not saying they'll do that... but if they did, it would be a very, VERY bad day for everyone
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