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Everything posted by MachTurtle
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The UI megathread
MachTurtle replied to nikokespprfan's topic in KSP1 Suggestions & Development Discussion
I'd like to suggest adding control trim (Mod + w, a, s, d) to the key binding settings. This would be very helpful for aircraft, allowing trim to be assigned to joystick buttons. I'd also like to see map focus (Tab, Shift Tab) added to binding settings. Have you ever shift tabbed you map focus only to find that you've throttled up your engine? -
Kerbal Space Program patch 1.1.1 is now live!
MachTurtle commented on KasperVld's article in Developer Articles
I just saw this posted about 30 minutes ago by an admin on the GOG forums: Hey everyone, Squad have asked us to hold out on rolling the patch as they've encountered a few nasty bugs and are working through hotfixes. We're working with them and as soon as they provide a patch that they're happy with, we'll roll it out :). Sorry for the inconvenience! -
Prograde and radial
MachTurtle replied to bradwiggo's topic in KSP1 Gameplay Questions and Tutorials
I'll try to provide a quick answer. When you're in an orbit and accelerate prograde, you increase the altitude of your orbit 180 degrees (opposite side of the body you're orbiting). If you accelerate retrograde, it decreases the altitude of the orbit there. Accelerating radially will precess (shift) the orbit forward while accelerating antiradially will move it backward. I'm in a rush so I apologize if I'm not being clear and trust others will be more thorough. Good luck! -
Do I Have a Memory leak (Mac)?
MachTurtle replied to Whovian41110's topic in KSP1 Technical Support (PC, modded installs)
I was having frequent crashes in KSP (I mean the app, not the spacecraft) when I tried the 64 bit modification described here in this thread. For me, it's been an incredible improvement and may be a solution for your difficulties. Good luck! -
Need your own thread moved or locked? Post here.
MachTurtle replied to Rich's topic in Kerbal Network
I boneheadedly started this redundant thread: http://forum.kerbalspaceprogram.com/index.php?/topic/131449-sts-107-columbia-rescue-mission/ Thanks! -
Sorry about that. I should have looked past the first page of posts.
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- space shuttle
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I just read an interesting article on Ars Technica about whether a rescue mission could have been mounted if the critical damage to Columbia had been recognized before reentry. The article is based primarily on an appendix to the Columbia Accident Investigation Report. Reading it brought to mind the movie Marooned and the dilemma of risking additional personnel to attempt a rescue. Thanks to eight months of KSP, I have a much more intuitive understanding of the constraints imposed by orbital physics.
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I've searched this forum to see if this idea has been previously suggested without finding it. We've all had the experience while transferring fuel in flight where we mod-right-click the wrong tank. We then have to start the selection process over again which can involve changing camera angles, gnashing teeth, and maybe uttering a few profanities. Perhaps having mod-right-click simply toggle the selection status of a tank would make resource transfer a bit easier. You've selected the wrong tank? Mod-right-click again to deselect it and Bob's your uncle! (I've been wanting to use that expression for ages!) Does anyone else think this would improve the user interface?
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- fuel transfer
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It's been more than two weeks since I modified my install per the original post and I've yet to have a single crash. I've added about a half dozen mods on top of the twelve I was already running... no problem! This hack has made KSP so much more enjoyable, it's almost beyond words. I just docked a couple of craft at my asteroid station in Kerbin orbit bringing the part count to 519! The frame rate was less that stellar, but it was quite playable. I'm sending some well deserved rep points to Alpha 188 for posting this workaround.
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My experience is that the Mod + w, a, s, or d does trim the flight controls, it's just that these inputs aren't assignable to any other keys or joystick buttons. In my setup (1.0.4 on a Mac) it doesn't respond to autorepeat and therefore you must tap the keys repeatedly to have more that one "click" of trim.
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That's a great philosophy for the real world, but in KSP maybe it should be "if it aint broke, add more mods."
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Okay, I've had the chance to run the 64 bit modded KSP for two or three hours and I am very pleased with its performance. I haven't had a single crash as compared to about one or more per hour previously. While any improvement in frame rate is subtle, the stuttering I used to get when changing focus or switching between saves has practically disappeared. I have a 455 part space station that used to degrade frame rate quite a bit but is now pleasant to work with. For the record, I'm running KSP 1.0.4 on a Retina MacBook, 2.5GHz Core i7, 16G RAM, NVIDIA GeForce GT 750M 2GB, Mac OSX 10.10.5 Yosemite. I'm not sure how to go about reverting from El Capitan to an earlier version of OSX. As may be apparent from my running less-than-current KSP and OSX, I no longer wish to be an early adopter.
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Just as you suggested, WallyGator, I started poking around in the file structure. It seems that, in the GOG version of KSP, the there's a extra layer of packaging that encloses the more common KSP file structure. Once I drilled deep enough to find and show the contents there, I was able to follow the instructions per the original post. And... it works! At least in the half hour I had to fool around with it, there were no crashes and it seemed noticeably more responsive. I had limited myself to about ten or fewer mods in recent months but now I may go crazy with them. I'll post again once I'm able to work with this setup for a couple of hours. Thanks to all for the help!
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After reading about several positive experiences with this workaround, I decided to try it. I hit a snag, though. When I reach the step below, I don't see the "KSP" file in Contents/MacOS/. Instead, I see GOGLauncher, a 29KB Unix executable. At this point, should I replace this file or rather replace the Contents/Resources/game/KSP.app? Please excuse my ignorance about the workings of the various files. I appreciate any guidance you folks can offer. (I did backup my KSP!)
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This is a very interesting suggestion, though I'm reluctant to try it until a few other folks relate positive results. I tried and failed to install Mono to get CKAN working on my Mac which probably shows my ineptitude more than anything else. Also, I always assumed that KSP used OpenGL on Macs by default -- am I wrong about that? Thanks, Alpha, for blazing new trails for those of us using Macs to run KSP.
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totm june 2018 Work-in-Progress [WIP] Design Thread
MachTurtle replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
This is my first submission to this august group of aerospace designers. It's a vectored thrust VTOL plane featuring a recoverable two-kerbal rover. At this stage of development, I was able to fly from KSC to the old launch complex and return. The landing back at KSC took place after dark and with only 3% of fuel remaining. Whew! Specifications are as follows: Empty Weight: 19.3 t 43,232 lbs Ramp Weight: 26.7 t 59,808 lbs Part Count: 88 H 5.3 m W13.8 m L17.6 m Cruise Flight @5000 m: 275m/s 535kts Endurance: 2.25 hr Range: 2228km 1203 nm Stall Speed: 84m/s 163kts (full flaps, no vertical thrust) Mods: KER, KAS, KIS, FAR, InfernalRobotics, TweakScale, MechJeb, ProceduralParts, QuantumStruts, HyperEdit, StockBugFix, and KerbalAlarmClock Link to photo album since I can't seem to embed the darn thing. -
Custom key bindings on trims
MachTurtle replied to jirkacihelna's topic in KSP1 Suggestions & Development Discussion
I very much agree! Having button/key binding for pitch/roll/yaw trim would be a great improvement. I also share your gratitude to SQUAD for this excellent game. -
I've observed this problem today. Advanced search consistently returns an error as well.
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Joystick recommendation (and avoidance) thread
MachTurtle replied to colmo's topic in KSP1 Discussion
[quote name='selfish_meme']Can you use the Hat? I can't seem to get KSP to detect the hat buttons[/QUOTE] I got the Logitech a few days ago and was stumped by the hat switch for a little while. I expected it to be treated as four buttons, but it's considered a two axis input. I mapped mine to L/R and U/D translation. I'm on a Macbook Pro and, aside from the curveball above, it was painless to get it working. My problem has to do with the settings.cfg file getting corrupted if you start KSP without the joystick being attached. Ive resorted to manually swapping two settings.cfg files before launching the game -- one for joystick and one for no joystick. Has this been addressed in 1.0.5? -
Climate Change and its affect on Kerbals.
MachTurtle replied to Clockwork13's topic in KSP1 Discussion
Might it be time to institute a cap and trade regime for ore usage? Folks who just like to drive their rovers and boats around on Kerbin can sell their credits to those who want to leave the surface. -
Welcome, Prograde! I'm a former lurker and joined the forum just last week. Your Mk 2 project sounds like it's been precisely designed and I look forward to a picture or two!
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[1.1.2] Kerbal Attachment System (KAS) 0.5.8
MachTurtle replied to KospY's topic in KSP1 Mod Releases
I'm a forum newbie trying to build a station on a class E asteroid. Rather than relying on the Advanced Grabber, I figured I'd try using KAS... winching the first segment into place and then adding the KAS struts. I've encountered a snag after initially creating a docked connection and realizing there's no asteroid-ship collision that way. I switched the mode to undocked and now I can't control the winch as it thinks it's retracted. I've tried removing the winch to inventory and reattaching without success. I've also restarted KSP. Is there a way to reset it in flight? It's a 200 km trip to the parts store! I think I read that a KAS guide was forthcoming, but I haven't found it yet. Any suggestions are appreciated. I'm running 1.0.4 for the time being. -
Hi Crassiopeia! I've been playing for a few months and would be glad to help if I can. I never played the demo version, but the basics should apply. You'll need a spaceship with around 3200 m/s of delta v (energy) to achieve low Kerbin orbit (LKO). Upon launch, you'll need to start pointing your craft eastward. Just 5 - 10 degrees early on, then up to around 45 degrees by altitude of 30,000 m. Use the map view <M> to see your trajectory and the apoapsis/periapsis indicators. Apoapsis is the highest altitude of your orbit, periapsis is the lowest. You need a minimum of 70,000 m altitude for a stable orbit. If things start going wrong, hitting <Esc> and reverting back to the pad or the VAB (ship editor) let's you try again. There are a lot of videos on youtube that can provide more details -- I'm a fan of Scott Manley's tutorials. If you are stuck at a particular point, reply with details and I'll be happy to help. Good luck and welcome to the forum!
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This confirms it... I am from another era! Thanks for the welcome, Starhawk!