CaLVin-K
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Everything posted by CaLVin-K
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What a loss for the KSP community. for what memes he once created, they were legendary
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Does he not anymore?? I guess his content relied on the game being glitched and exploitable like crazy. Scott manely still makes videos so thats a plus.
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still remember the ARM patch like it was yesterday, the Friday streams with Maxmaps and all the old OG glitches. man those were the times.
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Ive been out of the loop for a long while, are they still doing devnote Tuesdays? if so where can I find it?
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SAS Turns Off With Each Stage Seperation?
CaLVin-K replied to shadragon's topic in KSP1 Gameplay Questions and Tutorials
the re root function in the VAB allows you to change the root part of the vessel to whichever part you want it to be (with a few restrictions, i think the part must not be physics less) so yes I utilize this function to change the root part to my command pod. -
SAS Turns Off With Each Stage Seperation?
CaLVin-K replied to shadragon's topic in KSP1 Gameplay Questions and Tutorials
I've noticed this happens when the root part of the ship is in a different stage from the control point and the root part is jettisoned. AFIK it happens every time, thats why I build my ship and then re root to the whichever control point I deem most important. -
Squad has mention in the past that they would like to ad localization, mainly language support to KSP and have previously actively worked towards this goal. I don't know when this feature would be completed but I do think it is necessary.
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Should KSP have a Delta-V readout?
CaLVin-K replied to bsalis's topic in KSP1 Suggestions & Development Discussion
Uhhhhhhh Jeb, you've become detached from the rest of your rocket, my the kraken (or Scott Manely) help you. -
Not AI... pilot tasks
CaLVin-K replied to Darnok's topic in KSP1 Suggestions & Development Discussion
EMPHASIS! (who gets the reference?) -
Not AI... pilot tasks
CaLVin-K replied to Darnok's topic in KSP1 Suggestions & Development Discussion
So essentially Jeb and Val would be an autopilot system, I really do like this idea. With one suggestion, the Kerbal should attempt to keep heading, altitude, speed but should give up and hand control back to the player if its not possible. there should also be an option of the Kerbal to attempt to maintain level flight, even if its not at current altitude. If we expand on this idea even more, I see an expanded role for scientists, and engineers, perhaps engineers will tell you when something is broken and remained you that they can fix it, or increase the efficiency or of the refinement part, as they are able to keep it running at peak efficiency and fix anything that gets "broken" on it. Scientists would be able to remind you when you are able to collect science that you don't currently have and collect higher quality surface samples EVA reports, whatever. -
Kerbal Space Program patch 1.1.1 is now live!
CaLVin-K commented on KasperVld's article in Developer Articles
Well 30-40 m/s is between 67 and 90mph so that might not be all that unrealistic. -
Kerbal Space Program patch 1.1.1 is now live!
CaLVin-K commented on KasperVld's article in Developer Articles
If you can reproduce it on a unmodded install then you should report it to the bug tracker. -
Kerbal Space Program patch 1.1.1 is now live!
CaLVin-K commented on KasperVld's article in Developer Articles
Good I'm glad it's fixed, things tend not to load if there nothing to load. -
Kerbal Space Program patch 1.1.1 is now live!
CaLVin-K commented on KasperVld's article in Developer Articles
From your picture it looks as if you are in the subassembly section of the VAB editor, so there wouldn't be any parts there. -
Kerbal Space Program update 1.1 “Turbo Charged” is now available!
CaLVin-K commented on KasperVld's article in Developer Articles
does it really? well then 128bit because its a bigger number! yea! -
Kerbal Space Program update 1.1 “Turbo Charged” is now available!
CaLVin-K commented on KasperVld's article in Developer Articles
128bit? ALL THE MODS!!! No, actually, one could load all of the mods, you'd have enough memory for every single mod made for KSP. -
It appears that there was an obvious answer after all, for OS X the default IS 64bit, this is not, however, reflected in the version number, but if one checks the activity monitor on OS X under the disk tab KSP is shown as being a 64bit program. So unless the mac is misreading something (possible) this seems to be the answer. I do request that at the next update SQUAD modify the version number to include ether x32 or x64 at the end of the version number so that it is completely unambiguous as to which version is being run. Thanks SQUAD.
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Ok, so question with an obvious answer (probably), how does one run KSP 64bit on OS X? I cannot seem to find the option for it or the file to launch it in 64bit mode, and I don't believe this is the default mode as my version number isn't followed by (x64) I am running 1.1.0.1230 for reference. Any help is much appreciated and I apologize in advance if I've missed something obvious.
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Kerbal Space Program update 1.1 “Turbo Charged” is now available!
CaLVin-K commented on KasperVld's article in Developer Articles
Is there 64bit for OS X? If yes how do I launch it? -
Hi SQUAD, I was wondering if there were any plans to include a working patcher in any of the future versions of KSP. A working patcher would significantly reduce the amount of data needed to download each new version, as you only have to download any data thats different from the current version, and would increase the speed at which we are able to download any updates (less data means less server time means more people can access the server over any length of time). Plus a working patcher could automatically check for new versions of KSP and inform the player when they become available, this would make silent patches like the 1.0.5.1028 easer to release and download.