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Everything posted by KerBlam
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[GAME!] Describe the person above you in one sentence
KerBlam replied to Misterspork's topic in Forum Games!
An insane reproducer of shuttles! (seriously what is that tower next to your launchpad?) -
Keep navball up by default
KerBlam replied to Myslius's topic in KSP1 Suggestions & Development Discussion
I like this idea a lot. Even if you could just see your relative velocity, it would make life better. -
Just installed EVE... I'm impressed so far, looks nice!
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Granted. but they'll all be corrupted, I guarantee it. I wish for world peace (how droll)
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Thanks! Yes that's exactly what I was looking for One more question.. Now that EPL>Reg is on CKAN and will be updated through there, what steps do I need to take to remove it, so that I can reinstall using CKAN? I seem to remember it modifying a few folders and I can't remember which ones and I don't want to break stuff by doing it wrong.
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Granted, but now you have the diabeeeeeeteeees I wish I had wheels on my hat
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Heres your Pepsi... I'd like one with everything.
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Bring Back the Barn!
KerBlam replied to pallyme's topic in KSP1 Suggestions & Development Discussion
You're probably right, maybe implying that this suggestion is fickle at best isn't really the go. I was actually more referring to ^this fact: that there was a barn, and it got removed and replaced due to community pressure, to be (talked about) being reimplemented later, which in my mind is backwards and not progressive (unless it was breaking the game in some way) Yes, I'm a 64bit Linux user, and my game is perfectly playable, thanks. By a modern PC I was of course referring to a 64bit machine running either of the 'standard' OS's. Yes you can play it to an extent, but it's in no way utilising the full capabilities of the machine. I know this is likely to be fixed. I'm getting a handle on the unity saga. Anyway, so there's people here that are for the barn, there's people here that are against the barn, and there are people here who don't give a toss about the barn... I'm in the third camp. I'm sure it's great when there's a barn, but it's not breaking the game for me. -
I'm getting an error saying to try ckan update... How do I do this? edit: nevermind... RTFM'd edit: entering ckan.exe update in terminal opened in the CKAN (KSP) dir doesn't seem to work... I'm a dope. the CLI is in CKAN not the linux terminal... is there a way to update CKAN from the GUI? I've tried the commandline in settings, that didn't do anything... what am I missing?
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Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
KerBlam replied to Paul Kingtiger's topic in KSP1 Mod Releases
Oh cool... Hey I was looking for this. I use CKAN and I've been looking at this mod for a while, but I couldn't locate it on the forums. The link to this thread is blank on CKAN, and the link to ksp.kingtiger.co.uk gives me this: On another note, now that I've found this thread, I'll be installing. -
Granted, but Nickelback are on the train. I wish that i had the superpower of quantum telepresence.
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Bring Back the Barn!
KerBlam replied to pallyme's topic in KSP1 Suggestions & Development Discussion
I wasn't even aware that this was a thing, being a latecoming KSP player... But it would seem to me that the game has bigger issues to tackle than 'whether there's a barn or not'... I come across this kind of thing a lot playing indie betas; The devs start strong with a good platform and scope, then they are sidelined by the community who expect a finished 'looking' product over the top of completely unfinished mechanics. I wouldn't care if it was a placeholder box with 'Jebs Barn' written on it, provided that the actual gameplay mechanics were being refined and bugs were being ironed out (I mean even the game engine is not optimised for modern PC's with more than one core and 4GB of RAM FFS making the mid-game near unplayable on the most common platform). But... I'm a 'function over form' kind of guy. -
Hey I'm trying to put together a launch package, using karbonite, and EPL>Regolith to set up mining and production on other planets, but I'm a bit lost as to what parts I need to take, and how they're connected. as far as transferring resources around etc... Is there a guide or can someone give me a few pointers?
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Granted, but you only get the North Korean campaign. I wish I had a robot friend
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WRONG BET Overfloater
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0/10 Even more rarer than rocking horse poo! edit: Ninjas are everywhere
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[24.2] Karbonite Ongoing Dev and Discussion
KerBlam replied to RoverDude's topic in KSP1 Mod Development
Could someone please direct me to somewhere I can read up on this mod a bit? I'm a bit lost on things like, how drills connect to tanks to store Karbonite.. How to set up a craft with gear on it to start mining on another planet.. that kind of stuff. thanks in advance. -
FIX: Dock / Undocking Bug in 0.23.5
KerBlam replied to Claw's topic in KSP1 Technical Support (PC, unmodded installs)
Incidentally, I was able to find an ingame workaround but it only works if the part you are trying to undock has thrusters that point AWAY from the dock. RCS doesn't work. What I've found works is: If you undock and it jams, turn thrusters barely on and exit to the spaceport, then immediately return to the ship and it should be undocked. This has worked for me everytime when it has been a ship with thrusters. Why I think this works: I noticed that if I exited to the spaceport after a jam and went back to my ship there would be a split second upon reload when the ships were free of each other, but the game is still loading and you cannot turn your thrusters on in time to move away. As soon as you can control your ship at all, the ships lock back together (and if you try and undock again, all your shytt explodes, which is awesome) sooo... by having your thrusters already on before you exit and return, they are already on during that initial loading phase and the ships are able to move free of each other. It says to me that the docks are reverting to a *ready to dock* phase immediately after undocking, which they shouldn't do. Somehow that's causing them to stick, but they aren't actually stuck, because if you reload, they are free for just that tiny split-second. I think if there was a distance buffer (say 1m) that after undocking the ship would not be *ready-to-dock* until after the ship had exited that 1m proximity limit that may fix the problem... I'm no coder, and this is all just an observation, I might be way off the mark, but I thought I'd share anyway. I'm going to post this in it's own thread, in case it helps anyone else.