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Everything posted by sal_vager
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Might be worth seeing if you can squeeze any more performance out of your current PC, if you upload your KSP_Data\output_log.txt, your dxdiag hardware report and a list of your running processes to a file site such as dropbox we might be able to see where the issue is.
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Sorry guys but I'm shutting this down. These polls are becoming far too personal and serve only as a source of argument over topics unrelated to KSP. Closing.
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Crashing when reverting flight.
sal_vager replied to Tiffan's topic in KSP1 Technical Support (PC, unmodded installs)
Hi Tiffan, please watch your language on this forum, see the rules here. KSP on Windows cannot use all of your memory because it is not a 64bit program, please put your output_log.txt and crash folders on dropbox.com, drive.google.com, or a similar file hosting site, then post the link here -
Broken quicksave function.
sal_vager replied to Stigy's topic in KSP1 Technical Support (PC, modded installs)
Hello Stigy. Please upload the save file to dropbox with the output_log.txt, file that is in the KSP_Data folder, thank you. -
Linux Camera Rotation Stutter
sal_vager replied to Mastermind's topic in KSP1 Technical Support (PC, unmodded installs)
Well no, as the cause is a high polling rate the fix is to change the polling rate, this has to be undertaken by the player as it isn't possible to change the players mouse poll rate from within KSP. Camera movement can be scaled, and this is already possible, but it won't change the number of mouse events thrown at KSP from the OS. Closing as no longer needed -
Debug menu help!
sal_vager replied to HeroOfJews's topic in KSP1 Technical Support (PC, unmodded installs)
Hi HeroOfJews, likely they aren't right as 1.0.4 doesn't replace the Physics.cfg with the correct values. But you can find a link to the correct file in the linux thread here. Just replace your current Physics.cfg with this one and it'll be back to the defaults. -
While this is already stickied, it's now also featured in this months TOTM, well done Dman979
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The Elcano Challenge : Ground-based circumnavigation
sal_vager replied to Fengist's topic in KSP1 Challenges & Mission ideas
This is just brilliant, so it joins the other brilliant challenges featured on the TOTM, stickied for October -
This is too good not to be seen, stickied for October
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Little series about the navball and docking
sal_vager replied to KerbalEssences's topic in KSP Fan Works
I like these and I think others will as well, stickied for October -
It's that time again, where we take a look back at some of the threads you (yes, YOU!) have contributed to our community ---------------------- Starting with the Spacecraft Exchange this month, we have something decidedly not a rocket, pTrevTrevs shows us how creative you can be in KSP with his all stock U-boat! ---------------------- Something that new players have trouble with that experienced players take for granted is simply orientating themselves, "up" can be easy to lose track of so KerbalEssences has made a tutorial to help out. Learn about the navball and docking here. ---------------------- Another movie but this time very different, SpriteCoke shows us what we can do with MrHappyFace's Kerbal Animation Suite. This is just amazing. ---------------------- I'm sticking an addon this month, it's a little old but it's definitely worth checking out, linuxgurugamer has added greatly to the contracts available in career mode with his SpaceTux contract pack, and it has a penguin!, everyone loves penguins, yes you do, of course you do, what do you mean you don't? we'll see about that! (reaches for the ban button...) Ahem, you will like penguins, or else. ---------------------- This months challenge is from none other than Fengist, with his amazing Elcano challenge, that tasks entrants with circumnavigating a planet or moon in KSP via surface travel only. The Elcano Challenge “Two roads diverged in a wood and I – I took the one less traveled by.†– Robert Frost ---------------------- An unusual thread closes the TOTM this month, Dman979 Asks the Mods questions about the Forums!. So if you ever wanted to know a little about how the forums work, what the moderators do and stuff like that, drop by and ask ---------------------- That's it, have fun and don't crash!
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Bugs, bugs everywhere...
sal_vager replied to Gaarst's topic in KSP1 Technical Support (PC, modded installs)
Not sure how you're going to stop it from overwriting TechTree, not without removing MM, but that will break other things. -
Bug: Orbit constantly changing!
sal_vager replied to NJC2's topic in KSP1 Technical Support (PC, unmodded installs)
This post references a post explaining the issue but it was lost during the forum wipe, might be worth looking for an archived copy via Google. -
Bug: Orbit constantly changing!
sal_vager replied to NJC2's topic in KSP1 Technical Support (PC, unmodded installs)
Well if you read it... He does say that imprecision of orbits are often caused by "floating-point inaccuracy". -
What's the easiest way to cheat docking?
sal_vager replied to Clockwork13's topic in KSP1 Gameplay Questions and Tutorials
You could try learning how to dock the same way I did it. Make and launch a simple rocket, but make the orbiter in two parts that are docked together in the VAB, both need SAS and reaction wheels or RCS to keep steady, one part definitely needs RCS thrusters and monoprop, don't forget batteries. This is your training craft, put this in orbit. Save the game (use modkey(alt on Windows)+F5), make sure SAS is on and undock, target the other vessel by double clicking on it and make sure your speed indicator is in "target" mode (click on it to cycle). Don't go far, just use RCS to back off from the other section a few meters, then thrust towards it with RCS so you approach slowly. As you'd be in "Staging" mode, H and N control your forwards and backwards thrust, gentle taps are all that's necessary. Practice a few times, you can reload with modkey+F9 if things go wrong. Then try more interesting things such as turning around first before redocking, translating sideways and back, doing a loop around the target vessel... Get used to repositioning the camera to the sides, above/below and behind to see if you're lined up, and don't overlook fixed camera mode, it's great for this. Above all, take it slow, docking is not something you can do fast, you need time to consider your next move. -
So what does E/s represent.
sal_vager replied to NuclearNut's topic in KSP1 Gameplay Questions and Tutorials
This thread is simply shocking guys. -
This thread really should be in Gameplay or Tutorials.... But anyway, how to use the re-root tool. (1) Hold the Shift key and click your craft to pick it up (or click the current root part). (2) Press 4 to enable the re-root tool. (3) Click the part you want to be the new root. Also, how to use the re-root tool on sub assemblies. (1) Click a sub-assembly to pick it up (the ghostly parts of your craft you modkey(L-alt/R-shift/cmd)+clicked to copy). (2) Press 4 to enable the re-root tool. (3) Click the part of the sub assembly you want to be the new root (yes, you can re-root subs!). And finally some special sub-assembly extras. (1) Modkey+click parts of sub assemblies to make new sub assemblies of those parts. (2) Shift+click parts of sub assemblies to cut them into bits.
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Bugs, bugs everywhere...
sal_vager replied to Gaarst's topic in KSP1 Technical Support (PC, modded installs)
I can answer number 3 straight away, it's caused by Module Manager, either the file was removed or when KSP tried to access it it was prevented from doing so. MM makes your save file look for the MM TechTree file, instead of the Squad TechTree.cfg, so if removing MM or moving a save to an unmodded game, the Persistent.sfs needs the TechTree line edited to point to the Squad TechTree.cfg file. -
Parts Missing After mod update?
sal_vager replied to nightfireadam's topic in KSP1 Technical Support (PC, modded installs)
Okay so if it's in your sandbox save it's in KSP, as it is not in your career save you may have installed something prior to this that changed the tech tree, so the parts have not been researched yet (they are in a different node). Have you used any other addons when playing this career save and if so what were they? Please upload the career save folder, the KSP.log and your sensorThermometer.cfg (this last one can be found in the GameData\Squad\Parts\Science\sensorThermometer\ folder). Also, please test a new career game, the sensor should be in the "basic science" node near the start. -
The Supermoon Total Eclipse - Who Watched It?
sal_vager replied to The_Rocketeer's topic in Science & Spaceflight
As this isn't really KSP related it has been moved -
Reconfigurable RCS blocks for tugs
sal_vager replied to jwbrase's topic in KSP1 Suggestions & Development Discussion
They already do this when in fine control mode. -
Bug: Orbit constantly changing!
sal_vager replied to NJC2's topic in KSP1 Technical Support (PC, unmodded installs)
HarvesteR mentions the inaccuracies with orbits here if you're interested.