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sal_vager

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Everything posted by sal_vager

  1. Strut drag was reduced for 1.0.5, and they have dynamic drag cubes now.
  2. Hi Zekario. I don't know about the sound, maybe a pulseaudio issue? Does quicksave work, have you tried rebinding it to another key? KSP checks for anti-aliasing before enabling some effects, so try turning on anti-aliasing in the KSP settings screen. ¯\_(ツ)_/¯ The black VAB is caused by the PPFX edge highlighter with Intel drivers, this may also have made the Mun and buttons disappear.
  3. [quote name='Dafni']Why not keep the old install alive somewhere? On a hard drive or something if it bothers you on your PC. I know I will always keep a 1.0.4 version somewhere.[/QUOTE] If you're going to do this I recommend using 7zip to compress it, as it'll save you a few hundred megabytes over regular zip.
  4. If you can figure out the UI you can use [U][URL="https://www.videolan.org/"]vlc media player[/URL][/U] to record your desktop, there's no limits and it's free. As is the [URL="https://obsproject.com/"][U]Open Broadcaster Software[/U][/URL] (OBS), though it's designed to stream it can save the stream to your hard drive.
  5. [quote name='5thHorseman']Okay time to take the plunge, with the new forum change imminent. Please change my username to [B]HMV[/B] and thank you![/QUOTE] Unfortunately [U][URL="http://forum.kerbalspaceprogram.com/members/54662-HMV"]HMV is taken.[/URL][/U]
  6. It may be because KSP reaction wheels don't simulate angular momentum, it is simulated for a vessel. Also you may need SAS...
  7. They do not, sorry, maybe it could be faked with the reaction wheel module added to the cfg, but it'd be easier to hide a small reaction wheel on the craft.
  8. 255 polygons is the [U][URL="http://forum.unity3d.com/threads/the-hull-has-more-than-255-polygons.212318/"]Unity limit[/URL][/U] on convex colliders. This is separate to the model, you can have more than 255 polygons on a model but you need to use a simpler collider or multiple colliders, this issue arises when a modder copies the mesh to use as the collider instead of making a low poly version.
  9. [U][URL="http://forum.kerbalspaceprogram.com/threads/138802-Kerbal-Space-Program-1-0-5-New-Issues-Repository"]To the known issues thread Batman![/URL][/U] [U][URL="http://forum.kerbalspaceprogram.com/threads/138802-Kerbal-Space-Program-1-0-5-New-Issues-Repository#trackingcenter_resource_overlay"]Tracking center resources.[/URL][/U] [U][URL="http://forum.kerbalspaceprogram.com/threads/138802-Kerbal-Space-Program-1-0-5-New-Issues-Repository#map_offset"]Map offset.[/URL][/U] [U][URL="http://forum.kerbalspaceprogram.com/threads/138802-Kerbal-Space-Program-1-0-5-New-Issues-Repository#trackingcenter_resource_overlay"]Resources not shown in the TC.[/URL][/U] These are a priority for 1.1, all UI stuff is deferred because of the Unity5 UI overhaul :)
  10. [U][URL="https://i.imgur.com/8N2y1Nk.gifv"]Hit it with another planet.[/URL][/U]
  11. Please test without hyperedit Zawmbbeh, this sounds like something hyperedit will do.
  12. Hi Soontir_Fel, you may need to restart KSP a second time with the controller attached, as KSP needs to add it to the Settings.cfg as a known controller, then it can detect it properly on the next start.
  13. Hi Zekario, yeah you'd need libGLU, I'm glad you figured it out. As for Steam, it can be trying to use an old file, [U][URL="http://forum.kerbalspaceprogram.com/threads/92231-The-Linux-Thread!?p=1380984#linuxthread03e"]please see here for details.[/URL][/U]
  14. Hi Rhendox, can you please also upload the output_log.txt after this occurs, it is in KSP_Data. Your error.log shows you to be running out of memory, so please try lowering the texture quality in KSP.
  15. Wikipedia explains it fairly well. [U][URL="https://en.wikipedia.org/wiki/Reaction_wheel"]Reaction wheel.[/URL][/U] [U][URL="https://en.wikipedia.org/wiki/Control_moment_gyroscope"]Control moment gyroscope.[/URL][/U] [U][URL="https://en.wikipedia.org/wiki/Angular_momentum#Conservation_of_angular_momentum"] Conservation of angular momentum.[/URL][/U]
  16. Thanks for the post ExtremeSquared, while the resource scan corrects the longitude the map doesn't yet, the map overhaul is being done for 1.1 and the Unity5 UI update.
  17. That's true Ulfstein, it's thanks to the shape of the drag cubes and the flat back in that configuration, though it looks awful.
  18. Well, depending on the engine it may be blocked by the wing, you won't want the wing inside the engines nozzle. If it is you will see the engine damaging the wing in the F3 flight results window.
  19. Nope, not a bug this time, a Mk1 pod with a small heatshield and a Mk16 parachute will be pretty near the ground before slow enough to pop the chute, even from low Kerbin orbit. The same pod without the heatshield will be much lighter, and aerodynamic drag will remove its inertia more quickly. Btw the resourcesGeneric.cfg edit to the ablator (0.0001) is working great for me, I'll see if I can get it into 1.1
  20. Nope, it'll work fine, occlusion is via the stack nodes for aero, though for heat (heatshields) there's a generous occlusion area that will cover most stuff behind the shield.
  21. Here's a positive, the jet reversers rock, and with them you can even make a tractor airplane now, not to mention stable Vtols.
  22. I use it a lot, I like to face my rockets east and do the ascent to orbit in locked camera mode, that way I can see the ground fall away above me much like it does with real spacecraft. Gravity turning [I]sideways[/I] never looked right, and can't be comfortable...
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