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About technicalfool

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  1. Closing until there's an update. @amankd, go ahead and ask the mods if you need this thread reopening.
  2. In addition to what everyone else has said, depending on how well the game imports a 1.0.4 save file, you may want to keep the old version of KSP around for playing the old saves with. Just copy the whole thing to somewhere else before updating and you can have the two installations side by side.
  3. It's unfortunately a known issue with joint physics. Long dangly stuff can wobble, and sometimes it gets possessed by the Kraken. Adding a 4x symmetry set of struts should fix the wobble. Or change the clamps as shown above. Heh.
  4. Forgot entirely about this thread. Might be useful.
  5. You need to remove the old <0.22 archives in the releases section that still contain stock assets, but other than that it's all good.
  6. Honestly $1000 is probably high-balling it, though the bigger the CPU, the more parts you'll be able to render smoothly. As a reference, I'm pretty comfy here with an i5 6400 skylake CPU up to several hundred parts per vessel. The better your CPU, the more FPS per part count. I've got 16GB RAM, which a huge help for some of the silly-modded installs. The stock game is meant to run on a minimum of 4GB RAM (but really, get at least 8). The GTX1060 I got is frankly massive overkill unless you have a need to run 4 or 5 instances of KSP at once. Stock game graphics will run well on almost any graphics card asides some integrated chipsets that aren't really meant for games anyway. As a gaming card in its own right, the GTX1060 is very good, and probably available at a pretty large price cut now the 1080 is out. Note that I use the phrase "stock" a lot, because the PC version has a whole ton of mods which can drive all system requirements up to far beyond stock requirements. Exactly how far depends on what mods and how many of them.
  7. I have submitted a proposed file change to the repository for the Runner 2.0 engine. This should remove the need to redistribute the BACC textures, and you should be able to use the changes as a template for other parts.
  8. Hi. Right now the mod is redistributing at least two stock textures and models. You can reference the game's stock assets in your part.cfg file using the MODEL node, but you can't redistribute the assets themselves. Once you remove any stock assets from the repro and releases zip, and modify your cfg files accordingly, the download link can return.
  9. Hi. Console testing in particular was mentioned in this week's KSP Weekly. Blitworks themselves have handled the porting of a number of games, some of which are pretty high profile. I can't really say much more than that, but hopefully I can assure you that work still continues to make the best console port possible.
  10. Unfortunately no. He's a great guy, and I owe him a lot. I hope he enjoys his travels, and I hope I get to see the smileyface again some day.
  11. You should be able to select your preferred language in Steam via your game properties menu, much like any other game.
  12. Ah. Don't quote me this because I'm not entirely sure, but I think the transfer offer expired around the end of March 2013, a couple of weeks after it came out on Steam. Best I can suggest is to contact to see if there's anything they can do. Bear in mind you can still add non-Steam games to your library. It'll just be updated by a Store download rather than via Steam's updating.
  13. If you bought the product early enough, you should have a "transfer to Steam" option in your KSP Store account page. Bear in mind it's not a reversible decision, so make sure you really want to use Steam and not Store downloads.
  14. That used to be a link to a certain download site before they were blocked a while ago, due to having less than family-friendly adverts at the time. I'm reluctant to fix the link until I can find out whether that's changed. After a little test, I can also confirm that while the Agamemnon Core craft loads, there have been enough changes to parts and aerodynamics, that it's a little broken. Getting it into space would be more a matter of luck than skill without some re-engineering, and perhaps a reconstruction of the booster stages. The 1.25m SAS unit is now a 62.5cm reaction wheel, and the probe core is upside down, to name just two problems with the current build. I'll leave the thread open in case @Arendey wants to come back and fix it, but until then it looks like this craft pack is pretty much dead. This is totally unaffiliated with Squad, but you could try the community-run if you're looking for craft to download. Some of the craft there can be quite epic in size and CPU-hogging ability. (Warning, this particular craft is certainly not a beginner's vehicle and is a bit.... finicky to get into space without rapid unplanned disassembly)
  15. Assuming the game you want supports it, you can select which language you prefer in your Steam options, and the game will be downloaded with the correct language. You should be able to decide this on a per-game basis as well as globally. Once KSP is updated, Store and GOG purchasers should also be able to access different variants (details on how that will happen tba). It will not require multiple purchases. Edit: To clarify, when I say "per game" I do not mean "per KSP save-game". I've just been asked about that. No, KSP will only be one language at a time (although you should be able to re-download the game in whatever language you like).