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SpaceExplorer

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Everything posted by SpaceExplorer

  1. I don't think so.... I personally have never been PM'd. Also, sadly, I have very little knowledge in engineering. Although, I figured I could help out more in the "administrative" realm, i.e. letting you know about new content in order for you or sumghai to update the OP/Github, checking for copyrighted content, making sure that all the content that you guys post is accessible, as well as checking the overall integrity of the thread. I know I have little knowledge, and I wish I focused on it more during my schooling, but I really love this idea and want to help out in anyway possible.
  2. Sucks that we will not have a sub-forum right off the bat, but I hope that this may potentially have the opportunity to have one in the future. Awesome work guys, and I am glad to see something like this will finally happen. If either of you need any help whatsoever, please let me know, and I would be overjoyed with the opportunity to do so. All the best, SpaceExplorer
  3. I agree, the last thing we want is to have everything shut down because someone uploaded copyrighted content, should we screen stuff before to ensure that it is not, or do we not have the capability to do so? EDIT: Do you mind if I put the link for this thread in my signature?
  4. This would work for now, until there has been a decision on how to implement this archive into the forums. (Do you know if senior global moderators like sal_vager have the ability to create sub-forums also?) I have a few things but not a lot, and will for sure hold on to them until this archive is created...
  5. Hi sumghai, I love the idea, it has applications for craft designers also (allowing them to see blueprints of different sections of real-world aircraft and spacecraft). I also have a couple of suggestions: Would it be at all possible for this to be its own separate sub-forum inside the Add-on and Development section? This would allow documents, images and blueprints to have their own thread, which mod authors have the ability to question about within that thread. This would also allow for more organisation than having one mega-thread with many different documents inside, combined with questions and other materials. You could also sticky a directory that could be updated with links to the different materials as they are posted in the sub-forum, which would help with the ease of access that Cpt. Kipard is talking about. All the best, and if you need any help at all in order to get this going, I would be more than willing to do so.
  6. Just reading through this thread again, as I have done many times already, and I too would love to put the link in my signature. Ideas like this would be a great way to help spread the concepts and goals of this thread throughout the entire forum. All the best. EDIT: There we go, it's in! All the best Deddly and I will for sure support this idea throughout the entire forum.
  7. Hi Souper, To add an imgur album to your first post put the stuff in bold ([noparse]http://imgur.com/gallery/[/noparse]4T50g/new) into [noparse] [/noparse] tags.It should look like this: [noparse][imgur]4T50g">Javascript is disabled. View full album[/noparse] *you could copy/pase this if you like, it should work. Volia! You get your imgur album in your OP! All the best, and great luck with this mod!
  8. I'm excited for this ensouensou!! Thanks for your great work again, and all the best with the new update!
  9. I like the quote! Great work! 9/10
  10. Thanks for providing the files! From the looks of your error.log you are running out of the amount of RAM that KSP can handle (which is around 3GB). There are three ways that you can fix this problem: Remove mods that eat up a lot of RAM Force KSP to run on OpenGL Use a mod such as Active Texture Management to decrease image file size (I linked the two forum pages that correlate with the OpenGL tutorial, and the ATM forum page) I hope this helps, let me know if you need another route in order to fix your problem.
  11. Hi, Please provide us with the output_log.txt and the error.log (which will be found in the crash folder [the one with the date of the crash and some numbers - it will usually be above the GameData folder] here C:\Program Files\Steam\SteamApps\common\Kerbal Space Program). You can upload the files to sites such as Mediafire, Dropbox or File2Web, and give us a link to follow. To clarify, are you using a modded install and playing with only stock parts, or are you using just the vanilla game? All the best.
  12. Thanks for clarifying that Claw, I will keep that in mind from now on. Mr_Bacons123, I would suggest that you follow Claw's advice, since your install is with Steam.
  13. After looking at your files I think the solution lies in where the KSP directory currently is, since there is an Access Violation in your error.log. The best way that I think that you can fix the problem is to copy and paste not move the entire KSP directory to a place where it has more read-write permissions. One good place is C:/Games. Please tell me if this works since there are many other people out there having similar problems, and I can suggest another route if changing the location of the folder does not work. All the best.
  14. If it is possible, please also provide a link to your output_log as well as the error log (which will both be found in the folder that the game generates) . This will provide us with more information pertaining to the problems that you are running into. If you don't want to make an account you could use a site such as Pastebin and then post a link to the file in order for us to view it.
  15. Just downloaded and played KSP for a while with this mod installed. It totally filled the void when it comes to 1st person IVA missions, and I am happy to report that there are no issues that I am having thus far. Thanks ensouensou for this mod, it's awesome!
  16. You could upload the file(s) to Mediafire, Dropbox or File2Web. And then post the link here for us to view the file and try to help you out.
  17. One of the best threads that I have read in a long time! I totally support this movement! One of my favorite quotes which parallels very closely to the idea of this thread:
  18. Hello, If it is possible, please also post/provide a link to your output_log as well as the error log (which will both be found in the folder that the game generates, although it seems that you have already found this). This will provide us with more information pertaining to the problems that you are running into.
  19. Looks really good, I like how it is Valentina that comes out at the end! Great work!
  20. I still wouldn't want to meet that in a back alley at night, no matter how small it is. Cool how paleontologists are still finding new animals and species even to this day!
  21. It's EnvironmentalVisualEnhancements causing the problem. In order to fix it I would change all the .tga flies to .png files. All the texture files are found in the BoulderCo folder in your GameData folder. If you need more information, I found this post that deals with your current problem.
  22. Laythe makes the most sense for a permanently manned colony, due to the water, atmosphere and "sand". Although in the case of simplicity, and ease to set one up, I would go with Duna, due to the atmosphere and its relative closeness with Kerbin.
  23. Ok, now I see what you are trying to do. If you are running through Steam go to the properties of the game (by right clicking), then click on set launch options. In the space type -force-opengl (the - is needed) and the game will run on OpenGL. Make sure your game is in windowed mode, OpenGL doesn't like full screen (at least when I tried). If you are not running on Steam open your KSP folder, right-click KSP.exe, select "Create shortcut", and put -force-opengl in the "Target" field after the quotation marks, with a blank in-between. As for the anti-aliasing, sadly there is no way to turn it on, although I found that by turning it up in game, it did improve it a tad.
  24. Other than making crafts look cool, I see no other benefit. Unless you want to put brake lights on your rover..... I truly only use the light settings to make them dimmer, or give them a more blue/yellow hue. EDIT: In correlation with Taki117, I have found that the skin of the light (where the light is emitted from the part) does not change when you change the colour, thus making them hard to see when the ship is flying....
  25. I don't quite understand what you want to do... do you want the game to run with anti-aliasing or without it? or are your settings stuck? Please specify.
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