marce
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Given that Unity decided they want to retroactively change TOS and charge the developer for every install, does that mean KSP2 will switch engine? And how will you deal with KSP1, ask players nicely to stop installing it? I'm not mocking the devs here, it hurts me myself. Really curious what the team currently thinks about this development.
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Yet no 16:10 support, at least I wasn't able to configure it and had to "enjoy" black bars...
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Storing app data in, well, AppData, is actually the recommended way to do it, just a little annoying for the users. Maybe they could make it configurable in the future.
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First, I checked out how we are looking at the plugin mod front which took me a while. Then I decided to finally launch the game and do a simple launch-orbit-return mission to see what has changed. All went well until Jeb was about to splash down: the vessel "splashed" a couple of meters above the sea level and then was stuck (with parachute still deployed) a couple of meters below, bit of a disappointment for the first landing... Anyway, I feel like in the early days of KSP1: lots of promise and lots of bugs, but I'm confident we'll sort it all out eventually
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I admit I haven't even launched the game yet - found the DLL where I hoped it would be, will be busy here for a while EDIT: I was so happy that I might have stepped on some IP toes, removed a picture just in case
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Hi! I haven't played KSP in a couple years now, but today I felt like trying out all the new things that have been added in the meantime. With Breaking Ground (yeah, I bought all the DLCs even without ever trying them, because, you know, KSP vanilla was too cheap for the value back then anyway) it seems we no longer need KIS/KAS to transport parts and weld them to vessels - at least I thought so. I tried to attach an additional radiator to a vessel, but ran into the problem that the part is way to large to be put into a Kerbal's inventory. I can move the part to where it is needed by rover, no problem (makes sense that Kerbals can't carry a ton around) but I'm lost at how to get into "attach mode". With KIS/KAS the part was shown in a green glowing outline and while the Kerbal was close to the storage and the place I wanted the part to be placed I could just put it there and it appeared. How can I do that with the stock system? Or am I only able to use that system with parts <40l? Then why can I add bigger ones to the inventory at all? Thanks in advance guys!
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procedural parts or in the style that we have right now?
marce replied to έķ νίĻĻάίή's topic in Prelaunch KSP2 Discussion
In an ideal world: both Start with a couple parts with a specific size [and resource for tanks]. Then later on allow to research procedural parts which allow to choose size[, shape][, resource] as needed. If no procedural parts are provided I think at least a scaling option (like TweakScale) should be in which also reduces part count (and clutter) in the editor. -
@Just Jim pm'd you a simple craft which shows the issue on my machine.
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@ZodiusInfuser awesome, thanks for figuring this out! @SQUAD: if you need anything else please notify me, otherwise I suppose you have enough information to pinpoint the issue.
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Of course. Just tried without all mods (no change) and then after verifying local files (2 files were re-downloaded) and without mods => still the same issue. I haven't used KSP in quite a while so I'm a little out of touch: is there some debug log/mode I can activate and send you? Yes, all stock except for a custom flag (but that shouldn't be an issue I guess). Actually, I think it's not your eyes but YT hating my video and restricting it to 480p
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Just got Breaking Ground and started to play around with the robotics parts. Put a lander can on pistons, hinges and a servo. Up/down & left/right works fine, but when rotating the IVA view does not follow the rotation. But: Navball does move After a timewarp the camera snaps to the correct position Tried to make a quick video (sorry for the poor quality but it should still show the issue)
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I'm talking about the view one gets when clicking the "View" button on the Kerbal portrait. I think it's just a bug, because the navball is rotating and I just discovered that the camera position snaps to the correct one after a timewarp. Trying to make short video, but would be interested to know if others see this behavior as well or if it's on my side.
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Was hyped, first thing I tried was a contraption with a lander can on a servo. IVA view does not move with the can's window - disappointed EDIT: to be exact up/down & left/right works, just the rotation doesn't
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Increase Max UI Scaling
marce replied to gchristopher's topic in KSP1 Suggestions & Development Discussion
Agreed. Until they get to it you can change the value in the settings.cfg file in your installation directory. -
@Alshain alright, thanks!