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hermes47

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  1. Ok, lets try explain these OS X specific changes (given it's my fault they happened). There were two OS X based default key changes. First was default remapping of fine controls, from Caps-lock to Return (Caps lock doesn't register for some reason). The second was exposing the shift+scroll wheel to zoom in editor (it used to be hard coded to shift), and then giving LeftCommand as default for OSX. With external mice, Shift+scroll never worked to zoom in editor as OS X uses shift+scroll to horizontal scroll, and so Unity never picks it up (and just uses it as normal scroll I think). With track pads and Magic Mouse, it worked fine, because they don't have the shift to toggle horizontal scroll thingy. LeftCommand was chosen because a) I'm right handed so I like it on the left of the keyboard, b) LeftAlt is the mod key (eg alt+F12 etc), c) LeftShift only works when using trackpad/Magic mouse (maybe some others with special drivers or something) and d) Control is used for OS level zoom to cursor by default. From memory (can't check currently) normal scroll in flight zooms in/out, middle mouse pans up/down. Until the focus camera 'tweakable' was implemented, there was no stock way to move focus from centre of craft. You just had to fiddle with zoom and pan to get the view you wanted.
  2. Are you using macOS Sierra? In Sierra, there's a new security measure called AppTranslocate or something. It basically shifts an unsigned app to a temporary folder before executing it. Currently KSP is unsigned. However, if you move or copy the KSP.app executable out of and then back into the KSP folder, it should work fine again.
  3. The mac build is a universal binary. Meaning it's 64bit by default (assuming your mac is less than 15 years old or so)
  4. No need for a dev, it's live in the current prerelease build. There are a few dict keys right near the top of the sfs file, modded as a Bool and loadedInfo as a list. Can be seen for instance, in the quicksave here: http://bugs.kerbalspaceprogram.com/issues/8466
  5. Bugs. Lots ans lots of bugs. You're all welcome.
  6. The only people paid by Squad are those with yellow names on the forums (though some of the senior moderators may get paid too, but not to my knowledge). Most of the QA team and all of the experimental team are volunteers. In fact, it was only very recently that two of the QA team got hired as full time testers.
  7. Nope, that's perfectly legit grammar. Ground truthing is when one obtains information by direct observation, rather than just via inference. Eg, the orbital survey scan can be thought of as inferring what in a certain area based on things like albedo and local gravity fluctuations, but the surface scanner directly looks and measures to determine exactly what's at a point. It ground truths.
  8. Kerbal EDU is effectively a paid mod. It's not produced by squad (it's produced by teacher gaming or something), squad just support them
  9. With your first point, it already does. In your settings file, there's a VERBOSE_DEBUG_LOG option that when set to true, does show the full stack trace. That, and then click on any line that you want to look at more to expand it out.
  10. There are two things with science stuff, eg crew report and mystery goo and the like, situation and biome. Situation is what sort of 'orbit' the vessel is in, eg landed, flying, low space, high space etc. Biome is what biome the vessel is over. Each science experiment is set to work in each situation either not at all, once, or per biome. Crew reports are set per biome while flying, but once while in space. Mystery goo and materials bay are set once per situation while flying, but per biome while landed. So what you're seeing is totally as expected.
  11. Click and drag with the scroll wheel/middle button somewhat works for me. It's got rathe low tracking speed so doesn't zoom much per stroke.
  12. This is because some of the parts got shifted around the tech tree see http://forum.kerbalspaceprogram.com/threads/138802-Kerbal-Space-Program-1-0-5-New-Issues-Repository
  13. Magical QA powers. I'm not actually sure what the general public perms are like in regards to editing bugs. For that you'd have to ask Ted probably.
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