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Posts posted by EladDv
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[quote name='Columbia']You realize this is a joke thread.. right?[/QUOTE]
i do i know the poseters' tricks i am just infuriated that my prediction came true that we are gonna get some cynical ones soon -
/me flips the table. walks away a mumbling some swear words
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Now that you've explained yourself properly I get where you're coming from. Although some problems may persist and not be differentiated by that system it will encourage more educated use of development time. I can see the benefits of making such a system for development and would strongly suggest doing so to squad
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Can you provide any log/crafts? have you been able to reproduce the problem with certain steps?
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hello. welcome to the forums, looking from your report it seems to correspond with some other bugs i have noticed in the support sub forum. Can you please provide some more information like pics and save files? also what version of KSP are you running on- 1.0.5.1028 or 1.0.5.1024?
also have a look at this thread it might help you
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Alright, quick update: with more struts the game stopped crashing. But eventually, there was so much mass it was impossible to make enough lift. Project abandoned for now.
The struts are holding the game together! The magic of the strut is real!!!
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Do we really need a PSA thread for every minor thing? "PSA don't crash into the ground at 457 m/s" "PSA put fuel in you rockets" "PSA right click opens a ui element" come on.
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dres already has a procedural asteroid belt spawning randomly
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I too think it's a good thing for squad to release a DLC or a standalone version , I don't think they should do it just yet. In my mind ksp is not yet complete and they should work on a DLC at least after a major overhaul to the visuals, career mode and science system, oh and multiplayer too.
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Uhhh....
kerbals are sure advanced
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There are a few reasons not to do so.
1) Crashes happen for multitude of reasons- from PC issues to OS specific problems , modding , random luck , Unity issues , ram running out.
2) the sheer volume of reports that would come in would make it impossible to be useful.
3) the big servers they would need to sort them and store them.
and those are the ones i am thinking of right now
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you can get a code for KSP for steam if you bought it in the store. i dont remember how but it's there
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i think there is a mod for that, anyways if your in the KSC just recover.
and if you want refueling just have a claw and a refueler on KSC on standby
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Poles are anywhere along the equator
Everyhing part clips
Water is lava
jet engines require kerbal sacrifices to run
RCS thrusters are FTL drives
Good start?
i mean that half is already true in stock KSP
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Somebody drag me away from the compiller. It started with recompilling kOS for 1.0.5 (minor version compatibiliy issue due to changes in game files), but now I'm stuck trying to fix the issue it has with handling Rapiers...
oh no. he has gone into full code mode!!! somebody save him!
Ok today i was testing some more submarines, trying to fit cruise missiles within them is hard but ultimately possible with enough space, i could conceivably make a nice interior too
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you think this is fun? try crashing into the KSC (SPH) tower.
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I was trying to build a military sub (like the typhoon class) capable of launching cruise missiles but nothing has been successful
more mass. my atlantis is 300+ mT for 4 torps, mk3 parts are super hard to sink
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I don't even think the drag cubes have a volume in the typical sense. I thought they were just abstract objects that had faces with numbers ascociated to them.
Lift and drag in water is based on the drag cubes though, as mentioned by Nathan Kell on a stream. But that is for dynamic diving, not static diving by controlling boyancy.
well if you have 2 faces of a box(orthogonal ones) you could calculate the volume of the box. but i dont know how exactly he is calculating buoyancy, that would be useful for subs, I can also assure you that it's not by the dimensions that are displayed in the editor since for my subs to work it would take over 1K mT to sink but i got it with a third of that
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I AM UNTOUCHABLE! (by anyone but my own subs, MUHAHAHAHAHHA)
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Also, buoyancy has a 1.2x scalar, so effectively Kerbin's ocean has a density of 1.2t / m^3.
That means for a 2.3m^3 tank (i.e. of FL-T400 size) you need 2.76+ tonnes.
how are those things calculated exactly? the dimensions of the craft on the SPH/VAB or something more complex(probably drag cubes)
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Squad received data that indicated that most of players time is spent on Kerbin. So they've decided to make a plane and water simulator.
Personally, I think they should have taken that data as a hint that they needed to enable easier spaceflight options (such as Manuever and DV planning) and provide more gameplay on other planets.
no i dont think so. if it was so they would have just make a full on water physics system and get some more rover and sea parts. that update to the water was purely nathankell's idea and the devs rolled with him- he found it fun working on the water after he tried a minor bug fixing pass so he kept on with it (paraphrasing NKs words on KSPTV with kophy). They are surely planning on overhauling space and do all kinds of stuff with space stations and new parts and textures and all heck- they added core heat for much more interesting stuff in the future to be possible like nuclear reactors and central heating and all kinds of stuff i can think about. let me assure you they are not abandoning space they are overhauling it drastically it's just that they are so taken up with the U5 update and all the new physics that broke
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anything works below water as default unless you mark it otherwise, that applies to engines,intakes,drills,radiators,wings(although that's a bit different) and as you dicovered solar panels
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The first working torpedo submarine in existence(in 1.0.5 at least).
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https://www.dropbox.com/s/7tqio3umqwisagy/Atlantis.craft?dl=0
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The first working torpedo submarine in existence(in 1.0.5 at least).
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mod request
in KSP1 Mods Discussions
Posted · Edited by EladDv