CaLVin-K
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Everything posted by CaLVin-K
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What a loss for the KSP community. for what memes he once created, they were legendary
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Does he not anymore?? I guess his content relied on the game being glitched and exploitable like crazy. Scott manely still makes videos so thats a plus.
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still remember the ARM patch like it was yesterday, the Friday streams with Maxmaps and all the old OG glitches. man those were the times.
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Ive been out of the loop for a long while, are they still doing devnote Tuesdays? if so where can I find it?
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SAS Turns Off With Each Stage Seperation?
CaLVin-K replied to shadragon's topic in KSP1 Gameplay Questions and Tutorials
the re root function in the VAB allows you to change the root part of the vessel to whichever part you want it to be (with a few restrictions, i think the part must not be physics less) so yes I utilize this function to change the root part to my command pod. -
SAS Turns Off With Each Stage Seperation?
CaLVin-K replied to shadragon's topic in KSP1 Gameplay Questions and Tutorials
I've noticed this happens when the root part of the ship is in a different stage from the control point and the root part is jettisoned. AFIK it happens every time, thats why I build my ship and then re root to the whichever control point I deem most important. -
Seems to be stable on my mac as well, no crashes yet.
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Bug fixes, optimizations and the addition of features, what more is there to ask for?
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Are you sure that Krakensbane is activated by speed. It was described to me as being activated by distance from your ship to the origin, which makes a lot more sense than velocity if you consider how floating point errors work. As to what the devs described, I read that as krakensbane, i.e. rotating, as in your ship is rotating (orbiting) around the plane. To an inertial reference frame, which is, you're ship isn't technically moving but everything else is in relation to it.
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I believe it has more to do with how Krakensbane is implemented. For newer players Krakensbane is the name of the solution to the floating point errors that were occurring in KSP (the Kraken). Essentially what happens is that the game goes from treating Kerbin (or which ever body you are landed on) as the origin to your ship as the origin, and i believe this change over occurs at orbits greater than 100km. As I'm sure you can imagine the math that goes into this sort of reference frame change is quite complicated and any small error in that math could lead to the loss of orbital altitude bug that was being reported. Edit: Ignath, its awesome to meet a fellow Minnesotan!
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Squad has mention in the past that they would like to ad localization, mainly language support to KSP and have previously actively worked towards this goal. I don't know when this feature would be completed but I do think it is necessary.
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All kerbals are sad kerbals this day, we may praise the false deities of the kraken and Scott Manely, but all kerbals know of the one true creator, HarvestR, thanks for an awesome game.
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Should KSP have a Delta-V readout?
CaLVin-K replied to bsalis's topic in KSP1 Suggestions & Development Discussion
Uhhhhhhh Jeb, you've become detached from the rest of your rocket, my the kraken (or Scott Manely) help you. -
Not AI... pilot tasks
CaLVin-K replied to Darnok's topic in KSP1 Suggestions & Development Discussion
EMPHASIS! (who gets the reference?) -
Not AI... pilot tasks
CaLVin-K replied to Darnok's topic in KSP1 Suggestions & Development Discussion
So essentially Jeb and Val would be an autopilot system, I really do like this idea. With one suggestion, the Kerbal should attempt to keep heading, altitude, speed but should give up and hand control back to the player if its not possible. there should also be an option of the Kerbal to attempt to maintain level flight, even if its not at current altitude. If we expand on this idea even more, I see an expanded role for scientists, and engineers, perhaps engineers will tell you when something is broken and remained you that they can fix it, or increase the efficiency or of the refinement part, as they are able to keep it running at peak efficiency and fix anything that gets "broken" on it. Scientists would be able to remind you when you are able to collect science that you don't currently have and collect higher quality surface samples EVA reports, whatever. -
Kerbal Space Program patch 1.1.1 is now live!
CaLVin-K commented on KasperVld's article in Developer Articles
Well 30-40 m/s is between 67 and 90mph so that might not be all that unrealistic. -
Kerbal Space Program patch 1.1.1 is now live!
CaLVin-K commented on KasperVld's article in Developer Articles
If you can reproduce it on a unmodded install then you should report it to the bug tracker. -
Kerbal Space Program patch 1.1.1 is now live!
CaLVin-K commented on KasperVld's article in Developer Articles
Good I'm glad it's fixed, things tend not to load if there nothing to load. -
Kerbal Space Program patch 1.1.1 is now live!
CaLVin-K commented on KasperVld's article in Developer Articles
From your picture it looks as if you are in the subassembly section of the VAB editor, so there wouldn't be any parts there. -
Devnotes Tuesday: A week after the release!
CaLVin-K replied to SQUAD's topic in KSP1 The Daily Kerbal
Those navball settings look slick!