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Epthelyn

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Everything posted by Epthelyn

  1. As if the auto-update feature isn't equally ridiculous in 7 and earlier... I've managed to turn off all updates in 8.1. How? Don't download anything. I've yet to have an important update that overrides that preference on my PC or the Windows 8 laptop I used for a year.
  2. And everyone running a 64-bit system already has that. Keep up Alright, it might be unstable and cause problems for some people, but it exists
  3. You appear to be forgetting that the 312 days of waiting was broken up by a considerable number of 'snapshot' versions AND the update includes a ridiculous amount of content (including the extension of "sandbox" to "build literally anything because command blocks, more so than when that happened last update"). If Squad takes that long to release an update they're either dealing with a massive problem, gone forever, or working on the best update ever made.
  4. Perhaps you should've started a new thread, instead of resurrecting one that is nearly 2 years old You made it originally, but...eh.
  5. Just like everyone else who is just like themselves, Epthelyn is Epthelyn
  6. Yes, it's one of the tabs at the top of screen (in the tracking station the bar is there all the time, in in-flight map view you have to mouse over the top of the screen to make it appear) and so can be disabled in the same way that debris and any other craft types can. Turning them off also hides them in the tracking station view. That hides them completely though. As for performance, I doubt it. All flights, even on-rails stuff if it builds up enough, contribute to loss of performance slightly but flags are objects on the surface of a planet, not in orbit where all the orbital characteristics have to be considered. If you take 100 Kerbals to the Mun and place 100 flags then that might slow your computer down when you're within 2.5km of them, but why would you do that?
  7. The contest result thread is the best you're going to get, I think; the images there might be in their original resolution (I'm not sure what the requirements were). Depends which you meant though. They don't seem very small here: http://forum.kerbalspaceprogram.com/content/289-Eighteen-0-24-Company-Logos-Revealed!
  8. Forum and nothing else. It's far more convenient than the other sites (I only regularly use YouTube out of the remaining options), mostly because typing 'F' into my Firefox URL bar and pressing enter brings me straight to the forum That, and I pretty much only use forums for every game I play that has a community I want to be involved in, so it's what I'm used to even if it's not as good as other options.
  9. Since 0.24 I've crashed once with 32-bit because of excessive mod use and not at all with 64-bit. ...and haven't had a stock-based crash in months. As far as I can tell, 64-bit is infinitely more stable Seriously though, it may have instability issues occasionally so don't be surprised if you get more crashes than usual. It just seems that some of us are lucky enough to be having a problem with it. Anyway, Welcome back Genolution. There's plenty of changes to look at
  10. I do so frequently, partly because I can make rockets capable of the delta-V required to ignore transfer windows by a fairly wide margin and partly because I like launching things whenever I want to, not to a schedule. If I have to save fuel for whatever reason I will, but for standard trips to each of the planets, even in career mode, I'm never particularly bothered and will cut the journey time if I can afford to
  11. You should've quicksaved (F5) before loading the Kerbals Going to number the questions in the order they appear: 1 & 2: I could try to explain but I'm not very good at doing so and would probably confuse you further. I'd recommend you find a rendezvous tutorial (like this one: ) or wait for someone else to attempt to explain it. Sorry 3: If the science bay is completely out of power and/or has no means to control itself then the only options you have are to: A) Stop the rotation with another craft/Kerbal in a similar way to the one you described Timewarp, which instantly stops all rotation in the universe and solves your problem, albeit in an unrealistic and slightly 'cheaty' manner. 4: Yes. Hold alt and right click on one tank, then alt and right click on the other tank. In/Out buttons will appear. You don't need a fuel pump and can transfer from any part of a rocket to another, regardless of what parts are holding it together between the two tanks. The fuel tank has to be docked to the station though; you can't transfer fuel between two separate vessels (although I don't think you intended to try that).
  12. And any "There's a mod for that" post can be immediately backed up by: "Squad can work on the game, whilst the modders add content that the developers don't have time to add; there are far more community mod developers than there are Squad employees/testers working on the game so it makes sense that unofficial content will be churned out considerably faster". There's nothing wrong with suggesting content, but there's also nothing wrong with pointing out that such content already exists out of the stock game. This is especially true considering how long you'd be waiting if you hoped for every mod ever made to be official implemented (perhaps forever).
  13. It's near impossible to survive an impact at that speed on land*, and water is far more deadly. I suppose you could make a buoyant 'shield' out of a stupidly large number of radial intakes (they float) and see what happens, but otherwise I don't think what you're asking is possible. * With structural parts used in the same way intakes might help you with this, it's actually fairly easy to survive an impact at speed; the protected 'payloads' involved tend to be small though.
  14. No interest in KSP as a learning tool? Nobody makes anything other than rockets (I'm assuming that's what you're imply by "stacking tanks to tanks to engines")? I'm sorry, but what?
  15. Not entirely; you can do the calculations for local systems with multiple moons (i.e. Kerbin and Jool). It won't work for Kerbin to Mun or Eve to Gilly because the calculator works with two bodies which are orbiting the same object. In other words, no it's not broken. Note: If you want to transfer to the Mun it's just a case of waiting for 'Munrise' (Mun appearing over the horizon as you orbit Kerbin) and burning; unless the burn takes a long time you'll almost always get an encounter which you can then adjust as required.
  16. Are you trying to compress them all at once? You should compress #1, delete #1, compress #2, delete #2 and so on (that is, delete the non-compressed version). You'll need adequate storage space for the compressed version of #1, but after that you should be fine. If you don't have enough space to even do that, there's no harm in temporarily transferring a couple of version to a flash drive whilst you carry out the process. Whatever you do, I agree with the first reply to this thread; the HDD in my PC cost less than £50 for 2TB, and that's far more space than I'll ever need. Once you've got one you can move it between machines anyway
  17. What Heimdall posted seems to be about right. Either way, the bar doesn't display the reputation value exactly as it is given by the missions.
  18. Edit the part.cfg files in <directory>\Kerbal Space Program\GameData\ Most of the stock parts are in \Squad\Parts In the file you need to look for this section: // --- editor parameters --- TechRequired = basicRocketry entryCost = 1600 cost = 850 <----- category = Propulsion subcategory = 0 title = FL-T400 Fuel Tank I'm pretty sure that's been there for a while now anyway; parts had 'value' long before 0.24 did anything with that value.
  19. That's where the bugs start to show up; I'm not entirely sure whether that's actually the case. I've had planes perform far better at higher and higher altitudes using physics warp than without, which either means that physics warp is messing with physics in such a way that is beneficial to aerodynamics or something's wrong with the way air is worked out. It may be the case that the lower limit of intakeAir before flameout doesn't scale properly and so the engines can run for slightly longer than they otherwise would. However, that only applies to certain aircraft, usually bigger ones with more engines and more intakes.
  20. What does the contract details say, specifically? If you've been activating the L.E.S by right clicking on it and selecting the option or using the abort button, the chances are you need to activate it by staging instead; manually activating things doesn't always trigger contract completion for whatever reason. EDIT: Ninja'd
  21. Like this, using Paint.NET and global fill instead of GIMP: If you don't like the colours, here's the .png: http://www./view/hfq5qtaa0tdfx5m/KerbinMap_BlueGreen.png
  22. Oh, wow Now all we have to do is wait for someone to managed to bankrupt themselves without trying
  23. I find myself pressing F5 every so often even though I've disabled everything (and I mean everything. No QL/QS, no revert. Launching anything costs money, and reverting after a test flight is like cheating in money ). However, I've yet to regret doing that* but at the same time I haven't left Kerbin's SoI on my 0.24 Career save. I'm sure I'll hate myself when Jool, Moho and Eeloo are involved. *Almost. I over-warped towards the Mun and found myself travelling at 600m/s at fairly low altitude with only a 909 to slow me down (2-3G acceleration on the lander I was using, but eh...), immediately pushed the throttle to full and managed to pull off a perfect landing; I reached 0m/s at exactly the moment the landed touched down. It's a shame I didn't save the Shadowplay recording of that...
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