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KSP2 Release Notes
Everything posted by Raven.
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[0.21+] Kosmos Spacecraft Design Bureau: Updated (9/27/13)
Raven. replied to Normak's topic in KSP1 Mod Releases
Ah ok, I didn't know there was already a patch. Well, looks like Kosmos is going back into my career game then . -
[0.21+] Kosmos Spacecraft Design Bureau: Updated (9/27/13)
Raven. replied to Normak's topic in KSP1 Mod Releases
I'm kind of curious about something. Would the licensing allow for a ModuleManager patch in order to integrate the pack into 0.24 Career mode? -
[24.2] Karbonite Ongoing Dev and Discussion
Raven. replied to RoverDude's topic in KSP1 Mod Development
Exactly, didn't know how to format it. And the compound you link to does look very promising. -
[24.2] Karbonite Ongoing Dev and Discussion
Raven. replied to RoverDude's topic in KSP1 Mod Development
Carbonate has the chemical formula (CH3)-2, which means that it's a molecular ion; it forms ionic salts such as Ammonium Carbonate. "Carbonite" doesn't exist; it's a trademark for a backup company. Quite frankly, it won't make a fuel, although you could harvest other ions from Carbonate materials that are of various uses. (KH3)-2 would work, although it would make more sense to say that you're harvesting fuels from "Karbonite based salts/materials." Source: http://en.wikipedia.org/wiki/Carbonate -
I had all four of mine removed at one time. The dentist gave me some kind of pain reliever drug that made me not remember anything for three days. Apparently, my mother tells me that I told the nurse that "she looked much better and cuter after the drugs kicked in," but I don't remember that part. Anyways, my current guess, and it is very strictly a guess, is that people are not being born with wisdom teeth anymore because evolution is starting to cut them out of the gene pool because we're just simply removing them; nature agrees with us in the fact that we don't need them. My guess is that wisdom teeth are leftovers from a previous stage of evolution.
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Ok, I think I fixed it. Remember that shuttle that I was talking about that I keep around as a trophy. Apparently something about it was causing a flood of NullReferenceExceptions when loading from the VAB with the most recent version of KW installed. Something about the CDP docking port from the B9 pack. Recovered the vessel since then the issue has gone away.
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Ok, I have something very interesting going on every since I've updated to KW 2.6. Upon updating, I kept on getting lockups upon launching a new craft from the VAB, but I could still switch to already existing flights. The most interesting one, was the shuttle that I keep next to the space plane hanger as a "trophy" of sorts; I would switch to the shuttle and the ground was, well gone, along with the KSC. After a lot of fiddling around with mods and uninstalling a crap ton load of mods, I was able to keep the ground from disappearing, but the game would still lock up upon launching a new craft. At this point, KW was the only other thing that had changed since the game was last working. Uninstalling, and then re-installing 2.5.6b fixed the issue. I'm posted the last KSP.log file from when the lock up occurred. KSP never produced an error report. https://www.dropbox.com/s/frvzz01iuty6pza/KSP.log
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[0.24] StillBetterThanSpyware - A mod to disable ModStatistics
Raven. replied to ragzilla's topic in KSP1 Mod Releases
I took a look at the source code to mod statistics, so that I can determine for myself what mod statistics is actually doing. First of all, the statement that mod statistics is handing out personal information is a load of crap. Here's the code: https://raw.githubusercontent.com/Majiir/ModStatistics/master/ModStatistics.cs Secondly, I think it's very disrespectful to Majiir and other modders to not work with them on this issue. Thus I cannot, and will not support this. -
Did Squad give credit for community contributions?
Raven. replied to longbyte1's topic in KSP1 Discussion
Squad owns the copyright. Everyone who gets involved in a game development project, whether they are community or employees of the development studio, are all under the understanding that everything they contribute will be claimed by the development studio. This is commonplace and is industry standard. In fact, some development studios even have their employees and contributors sign a contract that state that intellectual property they contribute is property of the development studio (they also have them sign a non-disclosure agreement). Everyone who was involved in the contest was aware of this. And I believe everyone who contributed is ok with this, as they expected those logos to be copyrighted by Squad. This protects Squad and the contest winners, because then someone else from the outside (who has a stick up their butt) cannot sue either one because they felt like an in-game logo looked too much like their own. -
TAC I think has refueling while landed at the runway. In the meantime, until Unity can fix their x64 client on Windows, we'll have to do without KAS for refueling. Using 0.75 m docking ports and IR (once it's updated) will have to be the way to do it for on the ground refueling ops at places such as the island runway. Speaking of Unity, I took a look at the source code for KAS in order to investigate the x64 bit issues in hopes of finding a workaround (I have to admit, the KAS source code is very well organized and is fairly self-documented). Majiir is absolutely correct in his statements concerning it; it is a Unity bug that is causing the issue. In particular, it is a Unity bug that causes the decoupling to crap out. The Grab function in KAS will eventually call the Part.Decouple() function, which is where the issue is arising. Unfortunately, this is a function we don't have access to, and that function is working without issue on other platforms. This is a bummer, because I was hoping that the newer version of Unity that 0.24 sits on top of would fix that crap. Oh well.
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I agree with Tiberion here. The two threads have two distinct purposes, and there is no need to direct people from one thread to the other. The "official" thread has been stickied; traffic will naturally flow to that thread instead simply because of its visibility.
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Astronomer's Visual pack V3 BETA is out and it looks great!
Raven. replied to Majorjim!'s topic in KSP1 Mods Discussions
I've been using it with 0.24 without much issue. The only thing I've noticed is some minor flickering with EVE's atmosphere while in low orbit, outside of that the Astronomer's pack works flawlessly. -
B9 Aerospace with the 0.23.5 patch is working fine, I've tested both the cargo bays and the SABRE engines and they're working without issue. Also working: EVE with Astronomer's pack Near Future RemoteTech2 Interstellar is appearing to be working, but I have not tested it thoroughly. TextureReplacer B9 with the Reduced Texture pack works without issue in the 64 bit KSP, but the hi-res version crashes on startup.
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In game newspaper for career mode
Raven. replied to skyace65's topic in KSP1 Suggestions & Development Discussion
This is a great idea. And until the debs consider this, this would also make an excellent mod idea as well. Purpose? Immersion in a game is everything; break the immersion, you loose players (aka, customers. Aka, money). It could also add additional rewards to the game, which as every good game developer is aware of, is how a game progresses. Building a video game is all about rewards and discipline, you reward the player for playing the game well, and you punish the player for playing the game poorly. This is basic psychology. Some players will view the newspaper idea as a reward, as there is feedback on the things that they are doing in the game. Some personality types need the reassurance of this feedback, and would help these players stick to the game longer as they are getting rewards that matter more to their particular personality type than, lets say, an additional part that was unlocked. -
Well, this is a big question. There has been a 64 bit hack for about a good month now, of which a small number of mods has been found to be incompatible with. For myself, this has been limited to mainly KAS and KerbinSide. However, a lot of these incompatibilities comes from bugs within the 64 bit Unity engine (the game engine that KSP sits on top of), and not because of bugs within the mod or KSP itself. This is also aggravated by the fact that the 64 bit hack is not a version of KSP that has seen any kind of quality assurance from Squad. The incompatibility with KAS is a prime example of this. In addition, mileage varies greatly with the 64 bit hack depending on your computer's operating system, driver software, and hardware. With that being said, it is a possibility that the official 64 bit version, when 0.24 is released, could have much less bugs involved, meaning better mod compatibility. But of course, this remains to be seen.
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Well, here's what I got. On standard KSP, 32 bit with Active Texture management installed, the mod works mostly without issue. Now, I'm a user of the 64 bit hack, and the interesting thing is, the game crashes when loading one of the sites. Now I don't know if it's something with the mod or not; I'm going to reserve calling it a bug until the official 64 bit version in 0.24 is released.
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Mod Testing for 64-bit KSP (UNOFFICIAL VERSION)
Raven. replied to mythic_fci's topic in KSP1 Mods Discussions
Interesting, I'll give that a try. -
I'm giving it a try to see how it goes. It's too bad, I liked the KSC++ assets at the north pole runway base . The North pole base is my favorite, especially with the Astronomer's Pack and Texture Replacer installed. Hey, that gives me an idea and a suggestion. What about those power generating wind mills close to the north pole runway base? Everything is flat there, should be some high winds in that area.
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Depends on how you want the missile to behave. I believe this was tried with something called the "Hale Rocket" during the Mexican-American war, but it was very in-accurate and it did not have a good range. Check this out: http://fas.org/man/dod-101/sys/smart/bgm-109.htm That article is on the Tomahawk cruise missile. If you look at it, it has smaller wings similar to what an actual aircraft has with smaller stabilizers. It also has a longer fuselage compared to its wing span. I think mimicking this would help out quite a bit with FAR.
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Keep in mind, I run quite a substantial amount of mods. One of those is a mod called RemoteTech 2, which is a mod that requires that all unmanned craft have a communications like back to the KSC. Which means that in order to fly unmanned craft, you have to have a network of communication satellites. With that being said, by busiest orbit is the 1,500 km, equatorial orbit, which has six comm sats placed 60 degrees apart from each other. At the 750 km orbit, is what I call a junk yard, because that is the target orbit where I jettison crap such as fairings and boosters before moving into the mission's target orbit. There's about 20 somewhat pieces of junk at 750 km, mainly fuel tanks that have been jettisoned from my shuttle fleet. Same with the Mun: three comm sats at 1,000 km orbit that are 120 degrees apart, and a graveyard orbit of 1050 km and 550 km which is where old crafts go to die.
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I have a question. Does it have to be a single engine aircraft? I got plenty of dual engine craft that are small enough, and capable enough to pull off this challenge.
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Raven. replied to BahamutoD's topic in KSP1 Mod Development
That's hot...