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swjr-swis

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Everything posted by swjr-swis

  1. Probably doesn't help that there's people out there who choose to believe NASA is faking moon landings and hiding alien technology from us... (yes, at the same time)
  2. Todos presumimos de lo que nos ha dado satisfacción de crear y pilotar. Me veo a menudo en dos extremos: pasando horas y horas perfeccionando mi última nave multifuncional de 600+ piezas... para un día despues estar más contento que un chiquillo con un rover de 15 piezas con el que saltar por las colinas detrás del centro espacial (cuando el plan original era de comprobar si 1.2.9 realmente ha solucionado el problema con las grietas en la superficie ). Todo vale, y eso es lo bueno de KSP.
  3. I think we're making history alright: after 23 hours, not a single thread has been merged yet into the grand discussion thread. Why is no one talking? The debates, where are the debates? (either that, or the moderators are taking an extra nap in preparation of the weekend chaos... )
  4. I don't presume to speak for any one linguistic group, but I have noticed some very varied reactions to the translations in languages that use other character sets: some are bothered by still seeing ANY untranslated English terms at all, some are bothered because they feel some terms should have been left untranslated completely (including the character set!). And preemptively, I even saw some people worrying about translated terms not allowing people seeking help, tutorials or videos to find relevant hits in other languages... before they had even seen the pre-release. In light of the gamut of reactions, I guess I can understand if the translators for Russian in this case opted to walk a 'middle path' of sorts, by using the Cyrillic characters they think the majority might want to see, but transliterate instead of translate CB names to make it easier for them to search for and understand existing videos and tutorials in English. I imagine true translations of the CB names would be a strange task indeed in any case, since as far as I can tell, not a single one of the names has any translatable meaning at all (what does 'Laythe' mean, so we can translate it 'correctly' to <language X>?). In the end it's likely the localization effort won't be able to please everyone no matter their choices, even among those actually wanting a translation in their native language. Just like there's always been people that have complained (and argued opposing views) about the original English text. You do have the option to offer feedback through the bug tracker, if you feel you have a strong case for an alternative translation. Just be aware that it's been mentioned that there are translations and corrections still waiting to be 'applied' to the pre-release. This may be one of those areas (or not).
  5. Not entirely the opposite: you get to move (with the offset tool) either end without needing to replace them both. It does however sometimes have funny thoughts about how the interconnecting strut should go, I noticed.
  6. Did you also select the prerelease version in the 'betas' tab of the KSP Steam properties? You need both that and the language, because the localization files are only in the prerelease version at the moment. If even the above check is not queuing an update: under the 'local files' tab, you can click on 'verify integrity of game files...' to force Steam to compare the files and download any differences. And finally, check your Steam Settings, under 'Downloads': the Steam content server you are connecting to may not have updated its file cache for KSP correctly/yet. Select a different Download Region to force Steam to try some other server, and see if that helps. Outside of that, you might want to file a bug report so the devs can look at it.
  7. This is an unlikely option, and very uncommon for games to offer - devs tend to pick and choose what their UI looks like, including the fonts used. In addition, fonts with the level of support for localization and sizing that KSP requires are not easy or cheap to come by, and even a small difference in point size or kerning could potentially look very bad on the UI or make things unreadable, so it's not a 'freedom' many devs willingly allow. I am curious though: what font were you hoping to use in place of which one in the game, and what benefits were you expecting from it? If you can explain/show, you could try creating a Feedback report in the pre-release bug tracker with the request. Pre-release versions should never be attempted with mods, at all. No guarantees of proper operation are given by either Squad or the mod developers - in fact both warn against it.
  8. No, no option to choose font, the fonts in the game are predefined.
  9. I would say 11331 even: I saw altitude drop to 5647 Pe and rise to 5684 Ap during the accelerated orbit (and I couldn't see the numbers on the map view at all, it goes too fast, 1:11).
  10. Why not get the KX Mod and do the uploading from within KSP with a few easy clicks? Or ask in the KerbalX thread... we're a friendly helpful bunch over there.
  11. I just switched the language to Russian, and it downloaded 61.2MB of Russian localization files, with this as result: Are you changing the language of Steam itself, or of the 'Kerbal Space Program' entry in your Steam Library? You need to do the second, not the first. If in doubt, follow the link in the OP to the video tutorial, it shows step by step how to select the language. And just in case: check that you're starting the correct copy of KSP on your disk(s), if you have multiple copies installed.
  12. Check the video tutorial for the instructions. In very short: on the 'Language' tab of the Steam Properties of KSP. Btw, if anyone wishes to quickly test a different language, by changing the language in the Steam Properties it'll just replace the localization files, which is a very quick download.
  13. So... you post a challenge with pretty restrictive rules, then don't respond to or judge any of the challenge entries made in over a week... and when you do return to your thread, all you add to your thread is this? @linuxgurugamer asked a legitimate question, since you did not specify what mods are or are not allowed, just "State ALL mods in submission" and you include modded categories in your leaderboards. I guess the challenge died before it even started. Nothing to see here folks, move along...
  14. That delay was actually added later in the game development, to prevent stages from rapid-firing by accident if someone kept their finger on Space for a micro-second too long. Apparently it happened often enough that the community outcry (or laughter?) drove the devs to add a small delay between stages.
  15. Kerbol I mean, "The Sun" (yes those are air quotes) already has spots... we just can't see them most of the time because of the glare. Perhaps at one point, as part of the telescope technology we have been told is coming with this next version, we can take closeup pictures that use filters, allowing us to filter the glare and see the spots in all their glory. I strongly support this, if anything because that would mean some sort of procedural rendering of a CB surface, which may also be used to render prettier space views of the planets and moons (cloud layers? dust storms? seasonal polar ice caps? oh the potential...). Which indirectly means I agree with @Gaarst too.
  16. When multi-player hits, we'll need to be able to tell each other to go up waaaay up there on the gantry to take 'selfies' of us with the ground crew at the base of our new rocket.
  17. Agreed. In fact, a thorough rebalancing/recalculating of all fuel-holding parts according to their actual volumes has been in order for a long time now; the NCS adapter is just a particularly glaring case. I seem to remember that the different fuel-switching mods out there include stock tank volume recalculations as part of their functionality, iterated quite a bit by modders and community to get the numbers right. I think the different calculations even go as far as recalibrating the dry mass of the parts so the ratio is kept as stock as possible. So the prep work has already been done for the most part, Squad could just plug those numbers into the existing cfgs whenever they decide to do this. And then we all get to redesign all our existing craft... (small price to pay, in my opinion)
  18. That's what it says in the requirements list: It says 'must' and uses specific numbers for the engines and decouplers. In the case of the SRBs it even specifically mentions sepratrons will be counted towards the limit. I take that to mean the numbers given are hard requirements. To contrast: it adds 'at least' about the five second fuel requirement. I interpret that to mean you are allowed to pack more fuel than the mentioned minimum (which makes sense, orbit would've been very unlikely otherwise).
  19. The hold heading is a tricky one though: unless one's heading at time of lock is exactly 90 degrees or exactly 270 degrees at zero inclination from the equatorial plane, a meaningful course will need the heading to gradually change to actually 'hold course', the extreme case being an exactly polar orbit which would stay due north or south for half the orbit then require a full and instantaneous 180 degree swing when passing over the poles and head exactly the opposite heading the other half of the orbit (great circle navigation, it's a doozy).
  20. I see the behaviour mentioned here regularly, mostly in low orbits, and if you pay attention you'll also see the dV of the maneuver node change slightly. I imagine it's for a reason similar to what causes Ap/Pe and AN/DN to keep drifting even when you're supposed to be in a stable orbit under zero acceleration. From the devnotes of previous versions it's clear that there's been several iterations of tinkering with the orbit stability already, but so far it's yet to squash this bug.
  21. Instead of just this one special case, I would support a generic 'Hold Current Navball Pitch and Roll Angles' setting. This would provide what you request for the one special case of the horizon (zero pitch angle), plus any other pitch up or down angles one would wish for a controlled ascent/descent/reentry situation.
  22. Ok, here's my attempt at stock hard mode. Pure stock install, no mods whatsoever. I wasn't happy with the sepratrons being counted towards the single SRB limit; I would've preferred to add a sepratron to deorbit the fairing base instead of leaving it as debris. But I think I managed to keep to all the rules: Staging sequence reset before rolling out to pad A single SRB engine (Thumper) A single LFO engine (Terrier) 3x decouplers (releasing the SRB stage, the LFO stage, and the fairing base) 1x autonomous payload (satellite with probe core, docking ports, solar panels, batteries, RCS, and science instruments, delivered to stable 86x86km orbit) 1x command pod that returns a kerbal safely from 86km orbit to the vicinity of KSC Full Imgur album: http://imgur.com/a/GLlZM Video: https://www.dropbox.com/s/gwp3oyu6abtf57m/KSP122-ResetStager-1.mp4?dl=0 (83.4MB, you can see it in better quality if you download it first) Craft file: https://kerbalx.com/swjr-swis/KSP-ResetStager-1 Some key snapshots:
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