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  1. Who put "Kerbal Space Center" at Unnamed Road, Kerbin, Tanzania in Google Maps??
  2. Juggling 4 Mun missions at once got me to thinking... I personally would like an option in the settings that would allow your kerbil pilots to automatically perform a maneuver that you have already created or preset when the time reaches the T -0 point. Hear me out, I don't mean complete computer control per se. I'm thinking it would only occur if the option were set, you were not in control of the craft, you had appropriate controls in the craft and you had a pilot in the control seat. Results of the burn/maneuver could be based on the kerbil pilots skill level. Such as 2% margin of error for top level, 4% for the next, 8% next, 16%... and so on. I think it would add a dimension of play in pilot choice depending on mission, and could make for very interesting situations if the skill were too low. It would also help in the current situation I am in, where 3 crafts maneuver windows are within 1 minute of each other! Any thoughts? Or has this already been mentioned elsewhere?
  3. Hello! Just making this so we can have a collection of gameplay/screenshots for ease of access/an all in one. Get posting!
  4. I've tried to understand what seems to be a bug in 1.11.0 Suppose you want to leave Kerbin. You plot your maneuver mode, you warp just before starting burning, you burn -> behaves like expected. Now let's use a craft with a low TWR. We need to achieve our transfer with slowly raising your apoapsis and gain benefit of the Oberth effect for the final burn. You plot your maneuver node. Several orbits before the maneuver node time, you start incremental burns -> the maneuver marker in the navball moves and can bounces up & down along on the pro/retrograde plane. The remaining amount of deltav to be burned varies a lot (I had 850 -> almost 5000). Have you noticed this phenomenon?
  5. Closed Loop Life Support (CLLS) is a simple life support mod which aims at simulating a small, self-contained system for keeping Kerbals alive during long voyages through space. It adds a new resource "LifeSupport" which is consumed by Kerbals at a rate of one unit per day. If your crew runs out of life support they will die. To prevent this dire fate, this mod adds new life support containers to increase the maximum mission time as well as life support generators, which will allow you to create self sufficient ships and stations, provided you have enough electricity. Download 1.3 (for KSP 1.3.x): https://github.com/mmoench/CLLS/archive/1.3.zip 1.1 (for KSP 1.2.1): https://github.com/mmoench/CLLS/archive/1.1.zip Features Kerbals will require life support to stay alive (1 unit per 6 hour day). All parts with crew capacity will hold a small amount of life support (3 units per crew-slot). Kerbals on EVA will take 1 unit of life support from the ship and put it back once they return, giving you a maximum EVA duration of 1 day. Kerbals which have run out of life support will die. Life support can be extended with life support storage containers. For longer missions life support generators can be used to generate life support. This allows the creation of fully self-sufficient interplanetary ships and bases. The production-rate and thus the energy consumption of life support generators can be tweaked to avoid wasting resources. The life support usage and production is tracked for all ships, even in the background and during time warp. Technical Details This mod keeps track of the life support values of all vessels, even those which are not currently active. This is done by caching their last known consumption / production levels as well as their remaining resources. When an event is triggered that changes the game-world (like launching a ship, modifying an (inactive) vessel, saving the game or running out of life support), all vessels are updated. This should make it compatible with other mods which manipulate inactive vessels (like KSTS) while consuming only very little system resources.
  6. This is a video that I recorded im playing ksp and going to Dres
  7. This is a video that I recorded Im playing ksp and going to Mun
  8. This is how not to make a planned rocket, almost missed fuel! https://discord.gg/EJmz3kE
  9. I always thought that science-points lose a lot of their value in the endgame once you have unlocked the entire tech-tree, which is why I made this mod. With Kerbal R&D you can spend science points to improve the stats of the parts you have already unlocked in a career game. At first the investment will be rather small, but the cost goes up exponentially so you will always have a good reason to bring back every last bit of science from your missions. More images: http://imgur.com/a/2J020 License: CC-BY-NC-SA 4.0 At the moment you can improve the following stats: Dry mass of all parts (reduced mass of a part when empty) Atmospheric and vacuum ISP of Engines (improving their fuel efficiency) Fuel flow of Engines and RCS-Thrusters (increasing their maximum thrust) Torque of reaction wheels Charge rate of solar panels Crash tolerance of landing legs Battery capacity Efficiency of Generators (eg RTGs) Efficiency of Resource Converters Safe deployment-speed of Parachutes Maximum internal- and skin-temperature of all parts Fuel pressure (capacity of fuel tanks) The upgrades are tracked separately for each part and vessel, which means any research you do doesn't affect your ships and stations already in orbit. The cost of each upgrade and the improvement it will bring can be tweaked for each part via simple configuration files. You can download the latest version of this mod from GitHub 1.15 (for KSP 1.4.2): https://github.com/mmoench/KRnD/archive/1.15.zip 1.14 (for KSP 1.3.0): https://github.com/mmoench/KRnD/archive/1.14.zip 1.13 (for KSP 1.2.2): https://github.com/mmoench/KRnD/archive/1.13.zip This mod requires the mod Module Manager to work. Please note that this mod is not 100% compatible with other mods which modify parts at runtime (eg TweakScale or InterstellarFuelSwitch).
  10. If you are running a successful space agency, you will be flying to Kerbin-Orbit a lot. The Kerbal Space Transport System (or KSTS) will allow you to record launches of your transport rockets and planes to be used in automated missions later. It will allow you to transfer resources, crew-members and even deploy brand new ships directly into orbit. And because the cost of launching your payload is only as high as the cost of the mission you've previously recorded, you will benefit greatly of building reusable space planes without the hassle of landing them by hand every time. You can for example record the launch of a space-plane and deploy a payload with a mass of 2.5t at an altitude of 286km before returning back home: Afterwards you will be able to pick this recorded mission-profile and launch new vessels with a mass <=2.5t into an orbit with an apoapsis below 286km for only the cost of the fuel used by your space plane: The new ship can be deployed at any orbit of your choosing that is within range of your mission-profile or right next to an existing reference-vessel, making your life in low-kerbin orbit much easier: Features: Record transport- and deployment-missions for rockets and planes. Deploy new ships directly to Kerbin-Orbit (must have less or equal the mass of the payload from your reference mission). Transport resources to vessels in Kerbin-Orbit (provided they are in range and have compatible docking-ports). Use multiple transport missions to construct new ships at space stations in Kerbin-Orbit. Transfer kerbals to and from vessels in Kerbin-Orbit. Compatible with KRnD (newly launched ships will always use the latest part-upgrades). Compatible with CLLS (modifications on vessels and crews are communicated via game-events). In-Game help which explains how to get started and how it works. Third Party Support: StageRecovery: With this mod installed the total cost of your recorded flights is reduced by the value of successfully recovered boosters. Known Incompatibilities (this mod skips the usual launch phase, any mod which depends on this might not work correctly): ModularFuelTanks (tank-configuration does not work) USI Life Support (some timers connected to the launch-time don't work) You can download the latest version of this mod from GitHub: 1.11 (for KSP 1.4.2): https://github.com/mmoench/KSTS/archive/1.11.zip 1.9 (for KSP 1.3.x): https://github.com/mmoench/KSTS/archive/1.9.zip 1.7 (for KSP 1.2.1): https://github.com/mmoench/KSTS/archive/1.7.zip
  11. I think kerbal space program 2 looks stunning. I like the idea of interstellar travel and colonization, but I am worried that we can't keep the freedom ksp 1 had. I would suggest some mandatory things to stay, like the nav ball and all the keyboard controls. Then I would suggest a Gameplay mechanic so we ca place Colonies ANYWHERE. First : launch a factory to the place you want to colonize maybe a beautiful hill or something like that. Second build construction rovers. Third plan your colony, like the way you build bases in subnautica. You can place without you materials but it will only be a hologram. Fourth collect resources, get them to the factory and the let it construct the colony. I would suggest that the modules are built instantly, leaving no room for any time delays that could add micro transactions. I only want to buy the base game and the maybe 2 or 3 dlc's but NO MICROTRANSACTIONS It would really hurt the game. But other than that I am SO EXCITED pls keep up you work!
  12. Hi all, I'm playing KSP EE on PS4, and I'm enjoying it most of the time. However, there is one issue with RCS that really bothers me. When I activate it and use L1+R1 (or L1+R2), instead of pushing the craft only "forward" (or "backward"), it also generates a radial thrust that makes the craft rotate. The craft stabilizes itself right away when I release the buttons, but I'm wasting a lot of monopropellant because of this. Does anyone experience this issue, too? Is it a bug or does it have to do with the craft configuration? Thanks for your help.
  13. Hey Guys, I recently started a game in Career Mode and starting out has been fairly easy but I've run into a contract that I cannot seem to complete. It's a contract where you have to ferry a tourist to their destinations and back. I keep thinking that I need to launch to a particular altitude but each attempt achieves nothing in the way of completion. I haven't unlocked multi crew pods yet so I've had to stack two pods to carry the pilot and tourist. Any ideas how to fulfill this contract? Thanks Wallace
  14. Hey Guys, It occurred to me as I was running the Go For Orbit tutorial that there isn't much about KSP that isn't entertaining and that includes the loading screen. When you think of game loading screens, the word "entertaining" doesn't often enter the picture but in this case, some of the terms are downright hilarious in my opinion. Granted, I've had to ponder some of the things being mentioned but overall, I've chuckled at most of it. Wallace
  15. I currently have a whole bunch of mods installed and have recently updated to 1.7.0 and my parachutes no longer work. When I deploy my chutes and set the full deploy altitude to max it seems fine at first. But when fully deployed they act like they’re not even there. The parachutes do nothing and I end up hitting the ground at ~160 m/s. Ps I don’t have realchutes installed. Any ideas?
  16. Ionic propulsion is useful for making precise movements in space, and can be used to travel to other worlds through techniques that involve periapsis (I do not remember the name of these techniques very well). Ionic propulsion has a very high isp, but a low thrust (just like in real life). In general, the average life of a deposit of xenon is much higher than that of any other fuel for space exploration. However, there comes ionic propulsion becomes useless in many goals. It's just very slow, and the game does not allow you to speed up time (over x4) while the ship is propelling itself. Nor is it possible to program complex and automated orbital motions that would be very useful for ion propulsion drives. This mean that ionic propulsion is finally used for very few things due to its slowness and need the constant attention of the player. KSP should implement warp under acceleration (in space and over x4 speed) and programmed automated orbital movements, at least when using ionic engines.
  17. "SeaQuest KSP" :: Powered by Wild Blue Industries It's time to build that fishing gear. The ocean is becoming even more playable! Carrying the legacy of my "The Spice" mod, this one seeks to attempt to fill a very well known void in KSP and to open another door to (mostly) untapped gameplay opportunities. SeaQuest gives the player more to do with Kerbin's ocean, and adds value to (large) planet mods or large installs thereof. SeaQuest KSP builds upon the Wild Blue Tools core mod made and owned by @Angel-125. Currently, no new parts (specifically, no new part models) are on the roadmap for this mod. Pathfinder is recommended for installation in order to get the most out of SeaQuest. The "Lasso" scoop devices in Pathfinder will be the example fish catching devices. MOLE (Mark One Laboratory Extensions) is additionally recommended for the science aspect and the complete experience. This mod fits right into the subtitle of Pathfinder: "Space Camping & Geoscience," and is not meant to be a full mod on its own, but rather, to only be an expansion. What is a camping trip without catching a few fish and frying them? Unlike "The Spice" (to those who know of and have tried it), mining, traveling and colonization aspects will not be chained down by a single habitable mystery planet and its OP handwavium engine stuff hoping to be found, but will be open to any and every planet mod with worlds capable of hosting life. Fishes will not spawn and be visible and jump around, no. They are merely resources and may occur in any undisclosed number of oceans on varying compatible planets assuming the player has many planets with oceans installed. Gameplay dimensions: Fishing. With RNG! Powered by the WBI OmniConverter module, fishing will actually require a splashed vessel to sit and wait for a solid haul of the chosen category of fish. There will be chances to catch a bonus, catch less, or even none at all. TBA various classes of fish will be select-able and mine-able. Each class may require its own amount or size of time interval between catches. Some classes of fish can or will be common to multiple worlds. Others can be rare and exclusive. Economy Every sort of fish has its price, weight, and amount per tank volume. By default, the tank templates will include a hefty ratio of Water or Classic Stock GrayWater for them to live in, but the water must be added separately when configured in OmniStorage (when available)... There is no penalty to not providing water for the fish but for roleplay's sake and "realism" would you keep fish in a dry, empty tank and expect them to live? Floating and seaside bases become just a little more practical and their harvests can be sold for funds for your career. Some classes of fish will be convertible to life support resources but the conversion process will involve varying fractions of waste output (convenient for buffing Fertilizer production or meeting other edge cases that need waste resources). Science A small host of LDEF-alike experiments focused on fish will be included. Some with very high demands. Most will have clones per unique compatible world for fresh science gathering per unique compatible world. Planned Compatibility Stockalike Station Parts Expansion Redux by @Nertea. (see 3.75m Aquaculture module) Snacks! and Classic Stock by Angel-125 Stock planets (of course) and Outer Planets Mod. Other planet packs are TBD. Supply and Demand by @Eskandare.
  18. Wouldn't it be great if you could set a second or third stage to have an automatic MECO or SECO so you could land a first stage booster?
  19. Introduction "Kerbal Mods Overhaul" (KMO) is nothing more than a set of patches initially made to cope with the personal desire to simplify/modify a number of very popular mods, MKS in primis, in order to bring a slightly different gameplay experience to KSP. KMO has initially been made exclusively for myself, however, since the number of patches has greatly increased over the time, I have eventually decided to make a public release of this mods overhaul for anyone that may be interested in such a reconfiguration work. Disclaimer This mod is NOT an updated version of MKS-LITE, it should rather be seen as a new gameplay experience for standard MKS (and related mods) with fewer resources, a simplified production-chain, changed part functionalities and full support for ExtraplanetaryLaunchpads resources, production chain, Survey Stations and Workshops. Thus, this mod is NOT a tutorial mod for MKS beginners (that was the main purpose of MKS-Lite). If you just want to play an easier version of MKS in order to get your hands dirty and get to understand some basic mechanics, RoverDude has already implemented an optional patch that allows you to disable the requirement for machinery and get a gameplay experience closer to the one provided by MKS-Lite. In addition to that, this mod does not include any part, asset, config file or anything else from any other mod. Kerbal Mods Overhaul (KMO) is currently WIP. Patches and Changes I would like to make this mod as much configurable as possible, thus, I will try to add any suggestion/request into a patch, either optional or not. Please, ask for patches for supported mods only (see below). You may also ask me to create a patch for stock parts, however, the changes have to be related in some ways to the mods reconfigured by KMO. This is a non-exhaustive list of the main patches and changes applied by KMO (v0.4): You can opt-in or out some patches in order to get a personalized gameplay experience in accordance with your personal taste (PatchManager required). See the individual .cfg files if you want to know more about the part specific overhaul. Example of a fully self-sufficient planetary base below in Spoiler. You can see how the colonization parts have been reconfigured and appreciate the new gameplay design, which allows you to create smaller and easier-to-run bases. Supported Mods Below you can find core and optional mods supported by KMO. Core mods are the ones for which my reconfiguration work has initially been made for and so they have the biggest amount of patches available. Optional mods nicely complete the gameplay experience (you should NOT install them ONLY if you have some serious RAM/hardware issues). Core mods: Modular Kolonization System (MKS) made by RoverDude USI Life Support (USI-LS) made by RoverDude ExtraplanetaryLaunchpads (EL) made by skykooler and taniwha PatchManager made by linuxgurugamer (you need it in order to enable/disable optional patches) Optional mods: OSE Workshop (KIS Addon) made by ObiVanDamme and Aelfhe1m* KeridianDynamics Vessel Assembly made by EleusisLaArwall *If you install this mod, also consider installing Kerbal Attachment System (KAS) and Kerbal Inventory System (KIS), both made by KospY, winn75 and IgorZ. Notice: Always Remember to install all dependencies for the mods you use! Installation You can either: Download KMO from Spacedock and then copy and paste the content of GameData into your KSP GameData folder. OR, Download it directly from CKAN! Notice: This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin. Notice 2: The latest version of KMO (v0.4.1) works only in KSP 1.4+ and with EL 6.0+ installed. Changelog Licensing Kerbal Mods Overhaul (KMO) by 534443 is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
  20. >>> Support me at Patreon if you like the mod! Starting from Beta9 it's OK to use the new parts in the carrier games. Any new version of the Beta build is guaranteed to be compatible with your save games. You're encouraged to use as many parts from the mod as you can. And your feedback is very welcome! The old parts (KAS 0.6.*) will be eventually deprecated. Once the 1.0 version is out, the legacy parts will be in the package for 3 months, but then they will be completely removed. You'll be able to manually install them from CurseForge from the older archives, but any issues will be refused. The only right approach is using the new parts. If you choose to use the old parts, it's your responsibility to make them working. KAS 1.0 is a direct descendant of KAS 0.6.0, but it's not just another version of it. New KAS inherits the main idea of connecting two vessels into one, but does it in a different way. All code has been re-written from scratch, new parts designs were invented, new models developed, and physics has been significantly re-factored. Here are main points in KAS 1.0: All connections between the vessels are physical. They have mass and volume, and they interact with the world's physics. New parts are engineering wise correct. I.e. they look and work as they would behave in a real world (at the extent the game allows it). New KAS should be easy to use by third-parties. Ideally, it should be a no-brainer to create own KAS-like part or interact with KAS from the other mods. KAS API is being developed, and the docs will be published soon (here is the very first preliminary version). Full feature parity with the old KAS is not expected but the goal is to cover all aspects of joining vessels together. Since it's a beta for now avoid using these parts in your main game. While parts design is pretty stable the exact properties may change (e.g. break force or minimum length). Current plan of development TJ-1. Rigid joint part that makes a durable fixed connection to another vessel. DONE. TJ-2. Rigid joint part that makes a durable connection that keeps some flexibility at the connection points. DONE. Extra: TB-60. Rigid joint that designed specifically for towing vessels. DONE. HJ-1. Rigid joint built of two hydraulic cylinders that allow changing length of the link after the connection is done. DEPRECATED. JS-1. Socket to connect with rigid links. DONE. RTS-1.Part that allows connecting vessels at greater distances with a flexible pipe. It doesn't provide any structural strength. Used for transferring resources. DONE. PCB-1. It's a portable cable brace. Basically, it's just a durable rope between two parts: you cannot stretch it but in all other directions the parts can move. DONE. W-1. Light winch. It's a replica of old IW-50 on the new code base. DONE. W-2. Heavy duty winch. It's a replica of old RW-50 on the new code base. DONE. Hooks, harpoons, and magnets are in design stage for now. POSTPONED to the release. Installation Download this binary form Github. Delete old KAS-1.0 folder from GameData folder if any. Unzip folder KAS-1.0 from the archive into GameData folder. KAS 1.0 is totally independent from the old KAS and doesn't conflict with it. You may use both. Some more videos and images Version ZERO (the first prototype): https://www.youtube.com/watch?time_continue=1&v=oNy8LlHSBGo Movie clip demonstrating vessels towing with TB-60 prototype: https://www.youtube.com/watch?v=8u6OJdUlF3M Towing two vessels with the final version of TB-60 (0.7.2 Beta): https://www.youtube.com/watch?v=DpCzKV_13jk Towing multiple rovers with TB-60 and TJ-2: https://www.youtube.com/watch?v=Vyp8b_TgGzk Wire rope part (PCB-1) demo: http://i.imgur.com/usqOO4s.jpg Demo of the initial version of the winch (W-1 part): https://youtu.be/z01Vt18Krms RTS-1 part: https://youtu.be/1LpVFIxZrDE Known issues For issues being worked on see Github pages. Here are some low priority issues that are noticed but not to be fixed for now: In interactive mode link collider is disabled which may result in physics triggering if there was a collision prior to the mode start. TJ-1 and TJ-2 models looks too similar. License New KAS code was created by @IgorZ. The code is released under Public Domain license. Note, that old KAS code is still under restricted license. New KAS models and textures were created by @Shatten and @Enceos. They are released under Public Domain license. Old KAS models and textures (that are still used) were created by @winn75 and are released under Public Domain license for KAS 1.0. See license file for more info. Sources live in the main KAS Github repostory.
  21. I'm finding as I am gaining more hours and experience playing Kerbal Space Program, that I am starting to impose rules, or at least methods of play on myself. For example, I don't like using additional reaction wheels in most aircraft (and I usually turn off stability-except for long distance cruising). I feel like my planes should at least be able to fly with as little aid as possible. That is not an absolute (I break that rule for some of my really weird ones), but it is an ideal. I know some people only play in stock. Others may eschew certain mods or only use mods like Realism Overhaul or FAR that make things harder. So, what is your limit? Are their certain parts you won't use or certain building methods you stay away from? Do you not allow yourself to revert flights? What line (if any) do you draw for yourself and why?
  22. Are there mods to add more aspects to KSP's management? I feel like the budget system in KSP was just tacked on and never fully explored, and I hope some mods could change that.
  23. New, it's well forgotten old. I have not played a career in KSP much over a year, and having recently undertaken, I faced that a very useful mod by xEvilReeperx are outdated and has not been updated for a long time. I wrote to the author and he gave me permission to adapt it to the new version, and here it are. Sure, i need feedback about how it work from community. When is is it time for science? Who knows! The game provides no feedback when you've crossed a biome barrier, a new crew report is available or when you've forgotten to run a goo experiment. Wouldn't it be cool to stop guessing? (c) xEvilReeperx What it does: Features: Audio and visual cue when science is available Configurable science filters for experiments Configurable option to stop warp when an experiment becomes available science threshold to ignore low value reports Optional SCANsat integration Dependences: Toolbar (do not forget to do button visible ) Installation & Usage Download the plugin and extract in your KSP directory like any mod. Actual use in-game is simple. When the button is lit, at least one experiment onboard matches your criteria. If the flask is animating, then a new experiment just became available (animation will stop when you have viewed the new experiment list). There are lots of per-experiment settings to choose from. left-click - to open the list of currently available experiments, right-click - opens the options menu, SCANsat support Enable SCANsat integration in the additional options menu With this option enabled, you will only receive biome-associated alerts if you have mapped that portion of the planet's surface Non-biome specific alerts will still occur as normal Known Bugs: if you transmit science report(s) using a transmitter's action menu, the reports queued for it won't be taken into account until transmission is complete [not a bug] Available experiments and report values may suddenly change when going on EVA. This is because your Kerbal may be in a different "situation" -- for example, sitting on the pad might trigger an EVA alert for LaunchPad but you go on EVA and the alert stops. This is because the game considers the Kerbal to be "flying" while holding onto a ladder while in the air. source github DOWNLOAD SPACEDOCK DOWNLOAD CURSEFORGE
  24. Hi, I'm a newbie to KSP, so sorry if this question seems dumb. When I was using the demo version of the game, I was able to set objects (such as the Mun) as targets and get maneuvering tips. But I just started using the full paid version & I can't select anything as a target now. Left-click used to do it. Now NOTHING! Also, I was able to set maneuver nodes in the demo version & now I can't do that either. Are these functions disabled to make it more of a challenge or am I doing something wrong? Thanks in advance for answering me. -Jeff
  25. Hi So I just sold off my RX 580 graphics card and is currently using my backup GT610, and I am wondering if there are any ways to make ksp playable on that graphics card without sacrificing too much. I have a watercooled R5 1600x CPU and 16 gigs of ram, and I am currently getting around 4 fps with settings maxed out. What can I do to get my framerate above 30 fps while sacrificing the least amount of detail? Thanks!
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