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Everything posted by wossname
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I just got given a contract to: "Rescue Frodo Kerman from orbit of the Sun". Frodo Kerman. FRODO!!! I feel like I'm the local Walmart's 1,000,000th customer! Presumably I will have to stand next to a washed up 1997 C-list celebrity for an overexposed photograph holding a huge cardboard check for $100.
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@tg626The urge to post a LMGTFY link is almost overwhelming.
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@monstah, I have never used a joystick in KSP personally, so I didn't mean to suggest that the 3D mouse was superior. In fact for flying a rocket in ballistic flight the 3D mouse is rather difficult. A joystick is literally designed for flying something. However I think KSP has enough of a CAD component, and enough docking to make a 3D mouse a useful addition to a serious KSP player's control panel. Now I think about it I'm sorely tempted to just buy a cheap joystick to see how it helps me fly a plane or a rocket within an atmosphere. Can you suggest a good brand or model of stick? I have been out of the joystick game for about 18 years (my last one was a Saitek with a 15-pin DSub connector back in the days before USB was a thing!).
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Happy to Throw away the driver CD that comes with the 3D Mouse, it's probably totally out of date (mine was). Go to their website and grab the specific driver that corresponds to the exact windows version you are using and make sure it's the latest possible one. I've used my 3D mouse on at least 3 PCs now using this strategy and it does work. Looking at my own Windows Device Manager driver settings it appears only as a generic HID mouse type device. Meh. The manufacturer's own driver user interface (a system tray icon that gives you the app-specific tuning options), the "About..." box shows: 3DxWare 10 Version: 10.2.3 3DxWinCore version: 17.2.3.11261 Devices: SpaceNavigator (firmware v. 4.35) Just get the latest version off the website and you're golden. My current setup works with other apps such as Sketchup, Solidworks and Google Earth, all without any issues. Yep, but happily I think they have made some nice balancing improvements in KSP now, the glitches are noticably less problematic in 1.2.0.
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Jeb gets what Jeb wants. The KSP top-brass cannot afford not to make the entire tech tree available to him from the start. Jeb may be stupid but he's not stupid.
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I've been using my 3DConnexion SpaceNavigator for a long time (18 months+) now in KSP. I use it frequently and would rank it's usefulness in the following situations (awesomest first)... Docking or IVA maneouvers. The six analog axes make this an utter joy because smooth, gradual accelerations and turns are very natural to perform. Smoooooooth gravity turns in a BIG rocket. Simply not possible with the WASDEQ keys. Camera motion within the VAB or SPH. Trivially easy to get any camera angle on any part, even angles that are not possible without a 3D mouse (somersaults!). Makes building faster and less frustrating. Moving the camera view around while in flight. Makes it easy to "fly" your camera around your space stations. Steering rovers on the ground. It literally acts as a steering wheel, gas and brakes, nuff said. However, Squad do not understand that the 3D mouse and the regular mouse both affect camera position independently. This bug is super annoying, but it is the only downside in my opinion. Sadly I'm too lazy and indifferent to report it.
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While daydreaming on the bus the other day I was thinking about this very problem. I think there is some psychology at play here. I think I am right in saying that KSP is probably the most successful early-access, highly moddable game ever made, if popularity is anything to go by. That is a new idea in itself. People download pre-release versions and their community / consensus feedback is used to improve the game, players (on aggregate) feel part of the cycle of development. It is only natural that people who perceive that they have played a part in something feel somewhat responsible for it and feel they are owed something in return. Whether technically correct or not, this attitude of "I helped you make it slightly better so I own a little bit of it" is (in my practically worthless opinion) something that is culturally programmed into people. Not all cultures do it to the same extent of course, some cultures are more cooperative than others, especially in these modern times. People don't usually get good stuff for free ("no strings attached" as it were), especially not entertainment. The consequences of "free stuff" can manifest in strange ways. I do not hereby justify these fools' behaviour, but merely offer a naive explanation. In summary then, we need a good old-fashioned war. Or something. I dunno.
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What Facts Do We Know About The Devs Leaving?
wossname replied to Mycroft's topic in KSP1 Discussion
Did the astronauts bicker when Apollo was taken over by the Nixon administration? No because they weren't green, and 10% as big as humans. Also they had snacks. AROOOOOOO!!!!! You'll stay in there until you learn your place! -
What Facts Do We Know About The Devs Leaving?
wossname replied to Mycroft's topic in KSP1 Discussion
@worir4, sorry. Should I delete my post? *confused* -
What Facts Do We Know About The Devs Leaving?
wossname replied to Mycroft's topic in KSP1 Discussion
It worked for Volkswag-... never mind. -
What Facts Do We Know About The Devs Leaving?
wossname replied to Mycroft's topic in KSP1 Discussion
Link? -
What Facts Do We Know About The Devs Leaving?
wossname replied to Mycroft's topic in KSP1 Discussion
Lets look at the positives here: The devs that have been working on the latest release have brought the game up a pretty extraordinary standard of flexibility, fun and potential. Because of those factors there will no doubt be hundreds of viable candidates clamouring to apply for new dev jobs at Squad. Fresh brains are usually a good thing in my experience (no I'm not a zombie btw!) even if the catching-up learning period is potentially going to slow things down a bit. I'm just annoyed that I don't hablo the espanyols myself, else I'd be applying. The devs that are leaving have a pretty awesome bullet-point on their resumés, right? -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
wossname replied to cybutek's topic in KSP1 Mod Releases
It would be interesting to know if anyone else can reproduce this... "effect" for themselves. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
wossname replied to cybutek's topic in KSP1 Mod Releases
Peculiar. Anyway I am happy to use "partless" mode in KER as I normally do. It's just something I noticed that seemed different in the new version. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
wossname replied to cybutek's topic in KSP1 Mod Releases
Is it just me or does adding the KER circuit board to my rocket's capsule now add an unbalanced aero force that pushes the ship's nose off to one side? It does not show an aero force arrow (F12 view) but if I launch the same rocket without the KER part then it flies straight and true as one would expect. SAS is on but the force is not zeroable using SAS alone. Quite a strong force! Is this a problem with KSP, KER or just me? The KER part is stuck on the sloped side of the capsule opposite to the crew hatch so that it almost touches the parachute above. Under the capsule is just a Thumper with 4 first tier fins at the hot, shouty end. Seems to be reproducible. I will turn off the KER part mode which i think solves the problem but I thought the KER parts were purely aesthetic. -
I was worried that Squad had "addressed" what some players regard to be a minor bug in the staging Reset button's workings. But I'm happy to report that I can still rely on KSP to put my only parachute in the same stage along with my only engine. In many ways it is like that comfy old pair of loafers with the hole where your fungus-infected toenail has worn away a seam in the leather. When you look down to admire the loafers and reminisce about the good times, you're reminded of a horrible pain every time you stand up. I'm not even really complaining. I like the new performance benefits because I can get back from the incandescent wreckage on the launchpad to the VAB about 3 times faster now so I can use a sane staging arrangement instead.
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Producing lift on wingless bricks! for SCIENCE!
wossname replied to SnakyLeVrai's topic in KSP1 Discussion
She done a book too. With pictures. Hoping to buy one in January. -
Total new install of KSP 1.0.5 on Windows 7, 64Bit, graphics card is "NVIDIA GeForce GTX 750 Ti" with latest drivers as of time of writing. KER (v1.0.18.0) is the *only* mod I have installed. To reproduce the bug... Launch a simple vessel and then move the mouse to an empty area of sky and perform a double-RIGHT-mouseclick, then release all mouse buttons. Symptoms... Moving the mouse around is as if the *MIDDLE* mouse button is held down. Workaround... One more RIGHT click fixes it. Other thoughts... I never had this problem before in other versions and I do tend to hammer the RMB a lot to make sure all menus are closed before I do delicate stuff with the mouse. Severity... Mild annoyance, no big deal.
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Once upon a time there was an enthusiastic rocket builder that wanted nothing more out of life than to have a VAB that didn't insist on putting engines and parachutes in the same stage. Our hero waited and waited for a new release of KSP and his wails of anguish went unheeded by the Almighty Squad with 1.0.5. The sad engineer was doomed to spend about 1% of his entire KSP playing time in the lonely, gloomy screen of VAB revertment. If you listen carefully on a dark night, you may hear his mournful cries of despair over the sound of emergency fire crews dousing the violent inferno engulfing the launchpad.
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I wonder why NASA or SpaceX have not yet had the insight to instantly open the main parachute immediately at take off, just behind the exhaust blast of a main engine. The Kerbal VAB will furnish your vessels with this unique feature by default at NO EXTRA COST!!! Splendid value.
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Those 3d embeds are super slick. They really show off the KSP ships nicely, looks like it's antialiased also. Very nice.
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This may fill the empty void in my life left by the demise of Futurama after season 4.
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It's obviously the spinal vertebrae* of the ProtoKraken, which was so vast that it's decaying bones left a mountain range sized fossil behind. It's the most rational explanation. *Yes, Krakens are the only invertebrates to have spines. Little known fact.
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THE single most aggravating thing in KSP for me is...
wossname replied to wossname's topic in KSP1 Discussion
Perhaps there are other reasons for such omissions. Perhaps it is also to encourage mod makers to produce new and varied ideas on how to solve an obvious problem such as the one so eloquently ranted about in the preceding post Who knows? Squad moves in mysterious ways.