cpcallen

Members
  • Content Count

    10
  • Joined

  • Last visited

Community Reputation

5 Neutral

About cpcallen

  • Rank
    Curious George
  1. I finished the Orion III spaceplane I started a long time ago.
  2. That's a nice looking base! But OMG the part counts on those lifters… Do they really need to be quite so monstrous?
  3. My top few, in approximate order of how far my jaw dropped: I was glad to see that a couple of people have Abyssal Lurker, who I think is probably greatest KSP pilot of all time. You should watch every single one of their (sadly small) catalog of videos. Joint second place to @pa1983 and @Overfloater for some of the best early heavy-lift SSTOs. Back in the era of intake spamming and the pre-1.0 souposphere, @pa1983 created some of the first really large SSTOs, and @Overfloater further refined the genre, creating some of the most truly elegant and functional craft of period. I don't know if any of the former's videos survive, but check out MrOverFloater on YouTube. @astrobond for creating the first Eve SSTO, and @Stratzenblitz75 for the first fully-reusable Eve mission. I'd be remiss not to mention Scott Manley, who has given this community so much. I second @Piper's nomination of his Orange Efficiency mission as a particular highlight. The second-greatest pilot of all time is probably @Cupcake...—even though they started out only just barely managing to build a rocket and have now gone completely insane.
  4. How does one control the throttle using the scripting module? I thought it might be completely impossible (and so did at least one other user), but it looks like it at least used to be possible (except when out of contact with Kerbin): Throttling does not work. Other commands such as attitude control do. I *think* that if auto-RCS is enabled that it can also turn on RCS but I'm not 100% sure on that.
  5. I just installed KSP on a new 13" MacBook Pro 2017. I was having some very bad problems until I found the post about using -force-opengl on macOS High Seirra. That has helped a lot, but I am still having trouble with screen resolution. In windowed mode, whatever resolution I pick the window will be 1.6-2x as large, depending on what scaling I have selected for the display in System Preferences. In fullscreen mode, even if I set the resolution to match the hardware native resolution (2560x1600), the image is really poor quality: it's obviously been scaled to (something like) 1280x800 and then scaled back to 2560x1600. Setting lower resolutions makes the problem less obvious, but the image quality is generally lower than it should be. How do I get KSP to use the full resolution of the screen, or at least scale the image only once rather than twice between rendering it and displaying it?
  6. I am suffering from the exact same problem. I posted a comment with logs on bug #9488, which looks like it is probably related. I started experiencing the problem around when 1.1.1 came out. It did not get any better with 1.1.2, and indeed rolling back to 1.1.0 does not solve the problem (though I can usually play for a little longer on 1.1.0 than on .1 or .2 before needing to sleep/wake cycle).
  7. I've been having very severe framerate problems since 1.1.1 came out (see my comment on but #9488), and in the process I've discovered that the framerate reported (and graphed) on the "Performance" tab of the debug window (Alt-F12) seems to be completely meaningless. In particular, the debug window reports an almost rock-steady 25.1 FPS with very occasional instantaneous spikes to faster speeds. This is despite my usual frame rate being more like 15 FPS (I would estimate), and even when the frame rate drops to just 3 FPS (yes, so slow I could count 43 frames in 15s!) Is the FPS count displayed in the debug window supposed to relate to the actual graphical frame rate, or is it measuring something else unrelated?
  8. I have created some categories, and I'd like to add some existing subassemblies to them. So far I have discovered two ways to do this: Install the subassembly on a vessel, then re-save it into the desired category. This requires re-typing the name and description. Quit KSP, then edit GameData/Squad/PartList/SubassemblyCategories.cf by hand to include the desired subassemblies, then re-start KSP. It seems to me that there should be a better way. Have I overlooked something? Also: it is not clear how to have a subassembly in more than one category (or if this is even possible). But then, this feature seems half-baked to me: surely the list of which subassemblies are part of which categories should stored somewhere in saves/<savename>/, rather than in GameData/, since I might use the same name for quite different subassemblies in different saves.