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kBob

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Posts posted by kBob

  1. Just now, Beale said:

    Sadly, does not work.
    Thank you for the tip though.

    7c87edfbb1.png

     

    I think you should try installing a fresh copy of KSP, that that was missing makes me wonder if something else might be missing too.  Also my csteamworks.dll is 140KB but I'm on windows 8.1 so it might be a different version, still might be worth checking to see if you can find a different version of that file for Win 10 (though I suspect you'd have problems with other programs and steam if it was really the problem).

  2. 3 minutes ago, ZooNamedGames said:

    Well seeing as Tom Hanks starred and directed Apollo 13 and did the same for From the Earth to the Moon, I think you'll enjoy it :) .

    Yeah when you mentioned that is when I put it right into my cart...big Hanks fan (and his son too at least from his appearance in Dexter).  Actually I'd already put Apollo 13 in my cart since I hadn't seen it for years and then probably only from VHS or off a SD satellite feed.  Of course one of my most favorite Frasier episodes is the one where Scott Glenn appeared (season 8 episode15) and started talking about all the strange things astronauts see (maybe they were having premonitions of KSP and it's little green people).

  3. Maybe "think twice, burn once" as I have a bad tendency to start burns with very little delta v in the stage because I forgot to just jettison it and of course that fouls up my "perfect burn" but really I'm with snark on this one 90% of my mistakes are pre-launch (or just after when I suddenly realize I've forgotten x...which is why I do use check lists in SPH, VAB and launch pad).

  4. 6 hours ago, adsii1970 said:

    @kBob: Are you wanting documentaries and films based on real events or is science fiction included as well?

     

    Yeah should clarify.  I'm probably pretty up on SciFi always been my favorite genre.  I was thinking more along the lines of documentaries or docudrama or based on real life things like Apollo 13.

  5. How did I miss that (well probably didn't have HBO then and don't now, at least I discovered Dexter when I had it)?  Put it in my shopping cart will order soon.  What other great space things am I missing (and yes I've seen Apollo 13)?

    As for KSP one thing I'd like to see is an in-game craft file exchange, it would help with the spirit of cooperation (and be especially useful for console versions).

  6. Maybe more accurate SAS functions could be part of the pilot upgrade.  Say a 4 star pilot finally figures out how to use the SAS controls properly.  I know I sometimes overshoot the markers, but usually I'm better at it than SAS but it took me awhile to get used to it.  So maybe it takes the pilots awhile to figure out how the SAS works and set the correct adjustment knobs.  Alternatively maybe it could be something a say 3 star engineer could do: s/he visits the ship installs the upgrade and then it works great until the ship is lost or decommissioned.

  7. Try using the caps lock key; then hit the movement keys they will have a much finer control.  Do note that this mode gets reset when you do other things so don't pay any attention the LED caps lock indicator, if you are getting big fast movements with the keys than fine control if off and you need to hit caps lock again to turn it on.  Also sometimes having SAS on (especially pro/retrograde hold) can cause jerky motions though I mostly notice that on re-entry.

  8. On ‎7‎/‎24‎/‎2016 at 1:34 PM, pandaman said:

    I can understand why many players are having difficulty though, especially when existing designs no longer work as they did.

    This would certainly account for my near lack of problems.  I only built one rover in early KSP and never used it much.  It's only in 1.1.2 and 1.1.3 that I have built real rovers so I had no preconceived idea of how they once worked or "should" work.  An hypothesis anyway.  That said they do seem to slip a bit too easily and the friction slider hasn't had much effect on that as far as I can tell, I've certainly driven ATVs up some pretty steep hills with less slippage :wink:.

     

    18 hours ago, Alshain said:

    Also, I don't know of any wheels in real life that have no friction, a physically impossible case.  We both know that isn't the reason its there, its a workaround for crappy wheels.  Properly working wheels shouldn't need the friction slider.

    Hah!  You should have seen the tires that came with my last truck, so bald I could barely make it up the hill to my house--no snow, no rain just dry pavement and a 5-6% grade, they sure seemed frictionless...even worse on my driveway which is 9% grade :wink:.  Of course I got some real tires for it and that helped immensely so let's hope Squad comes up with a truly "good set of wheels" that everyone likes.

  9. How about a nice very efficient thermocouple device (@Alsahm mentioning gas wells/pipelines brought this to mind)?  Although Peltiers are pretty expensive for the amount of electricity you can get from them, they would nevertheless be able to generate electricity from an idling engine without adding any significant mass.  Wouldn't work if an engine was completely off of course.  Given how reliable parts in KSP are you wouldn't have to worry about them breaking though they could overheat but the part should include an attached cooler so they could just be given a standard overheat that's not a problem except maybe for re-entry like any other part.  Now for a significant amount of electricity you'd have to have a good sized device, but given how large thermometers are in KSP I don't see that as a problem :wink:.

  10. First have you tried both 64bit and 32bit versions of KSP?   Also where did you specifically try putting CSteamworks.dll?  I notice it's in the main KSP directory and ksp_x64_data\plugins on mine which may mean if you are using 32bit (the default for steam) this might be part of the problem.  Though you'd think if it's in the same directory the program runs from it would find it.  Also mine is dated 4/19/2016 so make sure your copy is not any older.

     

     

  11. On ‎7‎/‎21‎/‎2016 at 11:36 AM, Planetfall said:

    Maybe there could be somthing like civilian population mixed with Extra planetary launchpads. You need a sizable city to build rockets and such. But many of these people behave like tourist (you can't use them derectly) Maybe there could be an economy! Transferring  resources to their Habs or selling ships and debris (which deletes them) gives you money and building rockets still costs funds. You could also train or retire Kerbouts which efects the civilian population and your wallet A small fraction might want to become a torest in career mode or volunteer to be a kerbalnout for free.

    A more interesting economy is certainly a good idea.  But you'd have to be careful not to turn it into a 4x game.  But as has been said before having a reason for needing to build and expand stations would be nice...something beyond contracts.  If a planetary station could generate an income based on it's size and population minus maintenance costs for a net figure, that might be fairly simple and give a reason to keep and expand stations.  If a station doesn't grow slowly over time it's maintenance expenses could increase while its gross income doesn't thus giving an incentive to slowly grow it.  Once it has reached a certain size/population it would then become capable of manufacturing rockets etc. for more income and starting satellite colonies.

    Selling ships is an interesting idea.  If you sold a rocket ship to a tourist than that tourist could become a private pilot perhaps with a different skill set than KSC pilots (perhaps they might have an auto pilot/alarm clock and could take over repetitive tourist contracts with only occasional need to do maintenance, income would slowly decrease over time and a maintenance stop at a base would reset the income to full).  I though about buying/selling ships (using funds) between players using an in game mechanism (a craft file importer/exporter) but while it might add something for a multiplayer version I not sure...perhaps just a simple in game craft file exchange (especially since consoles have no easy way of accessing craft files) would be best and just keep the selling of ships limited to Kerbals.

    One thing though maybe once a station has been established it could be consolidated into a few parts as much as possible (docking ports, e.g. would remain separate) to reduce part counts as otherwise a city sized colony might become too much of a burden.

  12. 35 minutes ago, cubinator said:

    There are seat belts in Star Trek: Beyond... :P I too think tethers are a good idea, and I'd like to further the idea:

    Sorry but I have only watched the first of those alternative time line Star Trek movies, the first 15 minutes was interesting after that it seemed very un-Trek to me so I don't count that as having seat belts.  We'll have to see how it's handled in the new series next year...but if they do get seat belts it will be time for Kerbals to get some more safety features.

    Making jet packs come later might be a good idea.  It might stop all that get out and push nonsense, but calculated dv should be in the engineering report to reduce the need to get out and push :wink:.

  13. And, again on the PC, there is a section when you first start the game for settings and in there you can dial down the sensitivity settings for joy sticks etc.  But that's the same place they have keyboard remapping which is gone from the console versions but maybe they kept those sensitivity settings for the joystick?  If not they might get put back in when button remapping is hopefully added to the console versions.

  14. 5 hours ago, The Raging Sandwich said:

    Here's an idea:

    Make every planet's surface in the game be covered in bacon.

    @SQUAD make it so!

    That would imply hogs on Kerbin but I've seen no sign of them or indeed any other animals (except the birds we hear).  So I'm afraid this would be impossible to do given the game's mythology, biology and well it would just be plain disgusting.  Now covering them in ice cream, that's feasible after all we already have a moon that appears to be make from mint ice-cream and before you say where are the cows it's made from some kind of nut milk or maybe they use sorbets.

  15. 45 minutes ago, Arch3rAc3 said:

     And trying to control a plane on the ground at high speeds relying only on the control wheels makes it go crazy. Most of the times a small input whether will do nothing or will suddenly make the plane to swerve to one of the sides (they are too sensible or do nothing).

    Did you try setting the wheel to SAS only? I had a similar problem as I recall, but setting it to SAS only, for whatever reason, seemed to fix it.  Otherwise maybe your controller is overly sensitive.  Try turning down the sensitivity in the KSP settings dialog (from the main menu assuming it's the same on Xbox).  Also if trying to taxi then slow is best the higher the speed the harder it is to taxi-- if it won't steer hit the brakes a bit then try.  At least on the PC I have no problem with the fixed gear--very easy to taxi I've even landed in water taxied over to an island and used the plane like a rover (while keeping under 20m/s) being able to steer fine to see the sights then taken off.

    Rovers can easily reach take off speeds and should be able to.  I was just wondering if there was some problem with weight on the gear and rovers are usually a lot less mass.

     

    Edit:

    Are you saying you are trying to steer the plane while taking off?  You shouldn't be, planes aren't really meant to do that.  If your plane is not tracking straight ahead during take off something it wrong.  Check the wheel alignment and make sure it is really balanced.

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