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Varsi
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Everything posted by Varsi
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Two of them in Kerbin orbit and one on his way to Duna... There are some strange things happening in our DMP game.
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The default port the server listens to is 6702. It can be changed in settings.txt.
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I think people make playing KSP more complex than it needs to be. Like using way too many stages and therefore having extra mass (engines) lowering their delta-v. Most of the steep learning curve comes from not knowing what you can actually do. Simple stuff like pressing alt while building ships stops stuff sticking to walls and instead grabs the node. A lot of the stuff you have to do yourself accidentally or see someone else doing so you know them. Hopefully tutorials will tell new players a lot more than they used. Of course there will still be people who skip the tutorials and whine how hard everything is but you can't help those.
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Ah. Well we did play like that for some time, I just got worried. I'm still worried some other mod might use gamedata folder to save client specific stuff (ATM does of course but sharing that only saved time from others). Apart from some strangeness with kerbals, we're loving the DMP. We've avoided doing anything too complicated together tho.
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Which Operating System for 0.90 on Apple Hardware?
Varsi replied to Faster's topic in KSP1 Discussion
I have no idea what "apple hardware" means. As far as I know they are just regular PCs with Intel chipsets and processors and NVidia graphics if they're not using integrated Intel Graphics. Having a lot of crashes shouldn't be a norm for KSP. Most of the time it seems to be caused by either running out of memory (4GB and lower systems) or modding a lot and running over 32bit program memory limits. I wouldn't completely close off hardware problems either but these days you'd have to have something pretty exotic to have trouble like that. KSP writes a lot of logs from where one can try to figure out what is causing the crashes. We also have support sections on the forums. I'm sure there are a lot of people who have had similar trouble and have figured out how to fix it, some are eager to help out others too. -
Definitely after every update to see how everything has changed. Sometimes to try out different mod combinations.
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I mentioned using bittorrent sync to share mods with friends... sharing gamedata wasn't such a good idea since DMP saves private and public keys in there. May have caused some issues... We still use bittorrent sync for this so my friends don't need to figure out so many things. Just in a slightly more manual way.
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This. Work and such get in the way.
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The next version. So at the moment it's 1.0 but then I'll be waiting for my next favorite.
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Considering there's already a lot of stuff to do in game for a new player it would be really helpful to have the game work as well as possible at launch. New player experience (tutorials and such) should be a priority as well.
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I had system wide network of communication satellites and then started wondering what that calculator looking button does... Think I'll have to start trying probes with signal delay now.
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So sick of this one bug...
Varsi replied to tg626's topic in KSP1 Technical Support (PC, modded installs)
This usually happens when I get further with modded careers. Lots of NaN errors and such with space stations and other more complicated stuff. Don't think it has ever happened to me in vanilla version but I tend to run out of interested without all the extra stuff so maybe I just haven't done enough. -
I did that by using liquid fuel boosters to get the SRB in orbit. That did feel a bit silly.
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Just so everyone knows what this is about, here's a quick video. I do agree that stock bug fix mod by Claw is excellent in many ways. Even with it I do still use sepratrons since it's just so beautiful.
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I need mods for them to work like that I'll post pictures of how they work for me once I get back home (not in a few hours) unless someone else does that first.
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Does sound interesting if it doesn't happen to you. We must be doing things somehow differently I guess.
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Doesn't quite work like that. With liquid fuel boosters the COM is very low but they still hit the ship nose first even when the decoupler is higher. This only happens in atmosphere tho. I always thought this was due to decoupler causing drag and pulling the nose at the ship. I also use sepratrons (two per booster to throw them nicely away) to stay safe.
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Sounds quite far fetched. At least KineTech Animations (comes with B9 pack) and KOS use KSP.Testing.UnitTest and both do enable the unit tests when installed on fresh KSP. Wouldn't be surprised if there were more mods that do this as well.
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Scott Manley did have a video about this altho he was only speaking about moons: I don't see the point either (completely accidental pun I swear)... People seem to have different opinions on what is pointy.
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I usually have front wheels powered and rear wheels for braking, makes rovers a lot safer. Making any sort of changes in direction is still quite dangerous. I rarely drive around in rovers tho. My rovers are usually also capable of "jumping" long distances (or going to orbit on smaller moons). Don't have the patience to crawl around.
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public class KineTechAnimationModuleLoader : KSP.Testing.UnitTest
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The B9 pack does have quite a bit of stuff in it so it's something else in it then.