Jump to content

FenrirWolf

Members
  • Posts

    637
  • Joined

  • Last visited

Everything posted by FenrirWolf

  1. This isn't really necessary anymore. When you click on a planet/moon in map view and select the Focus View option, the camera centers on the target planet and automatically changes to conics mode 0. Then when you change your view back to your ship, it will go back to mode 3 or whatever it is you have set in your configs
  2. KSP uses the Patched Conics method of modeling orbits. That is, only the gravity of the nearest planet/moon affects a ship at any given time. In real life, the gravity of every object affects every other object simultaneously. The atmosphere of a planet also has no sharply defined end and so there is always some degree of aerodynamic drag even in low earth orbit. These factors are why real-world orbits do decay over time and why they do not in KSP. As for your second question, Kerbin (and all the other bodies in the game's solar system) are somewhere around 10-11 times smaller than their real-world counterparts.
  3. I tried this out and it didn't work all that well, plus it messed up the loading screens between scene switches. I'd avoid using it for now.
  4. And while they're at it why don't they just finish the game by tomorrow?
  5. There are many krakens, each presumably arising from certain rather complex interactions.
  6. You can hack gravity in the debug console, but the result is something more like Gilly's gravity than the Mun's.
  7. Go into KSP's properties in Steam, and set the following in the launch options box: "C:\Program Files (x86)\Steam\SteamApps\common\Kerbal Space Program\KSP_x64.exe" %command% Just replace what's in the quotes with whatever the path is to your KSP executable. Other command line arguments go in between the file path and %command% sections like so: "C:\Program Files (x86)\Steam\SteamApps\common\Kerbal Space Program\KSP_x64.exe" -popupwindow %command%
  8. This mod has pretty much been superseded by TextureReplacer. I advise switching to that instead: http://forum.kerbalspaceprogram.com/threads/60961-0-24-TextureReplacer-1-6-1-%2818-7-2014%29-Fixed-for-0-24
  9. Cool, i was just about to mention that I've run into this bug in the FAR thread, so I'm glad to see there's a workaround. I figure I might as well contribute my output_log as well, so here it is: https://drive.google.com/file/d/0B-WrBQvLtYTuMmpVNW1oZV8zN2M/edit?usp=sharing
  10. I've successfully revived a powerless probe by flying a kerbal over to it and having the kerbal extend its panels.
  11. I've noticed that this tends to happen under x64, whereas using the normal 32-bit executable results in the newer smooth animations.
  12. Pasting the following in the launch options in steam should get the game to launch 64-bit automatically: "C:\Program Files (x86)\Steam\SteamApps\common\Kerbal Space Program\KSP_x64.exe" -popupwindow %command% Replace what's in quotes with your install directory and remove -popupwindow if you don't want to use borderless window mode.
  13. Wouldn't mind having it either. It's handy to have around since not all of us are using it for the full realism suite.
  14. Escape velocity should mean you're going fast enough that your trajectory leaves Kerbin's SoI
  15. Sweet, I was just about to mention that I've only tried the stock FAR ships. Waiting on Interstellar to update before I try loading my old plane designs
  16. Hah, what do you know. output_log.txt does indeed say I'm running 13.4. But I swear I downloaded the v14 folder from github multiple times. Or maybe I'm just going nuts here, let me double-check on this... https://drive.google.com/file/d/0B-WrBQvLtYTuYjV0Y3JaMDRNY00/edit?usp=sharing
  17. I'm glad the update came out so quickly, but I've encountered a problem while trying to play with the 64-bit version of KSP .24. When I try flying a plane I get a flood of NullReferenceExeptions the instant my velocity is anywhere above 0, and naturally my framerate suffers drastically. I removed all mods except for ModuleManager and FAR, and the problem persisted. Here's my KSP.log file for reference: https://drive.google.com/file/d/0B-WrBQvLtYTuQ3VFbUk1MUVSUDQ/edit?usp=sharing
  18. Yup, same sentiments here. I'll keep using FAR but this seems like a great compromise solution for those who don't want to go too far down the rabbit hole.
  19. I came home, restarted Steam, and it downloaded in under a minute.
  20. From what I understand here, mipmapping is not the same thing as a discrete level-of-detail switcher like you're describing.
×
×
  • Create New...