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KSP2 Release Notes
Everything posted by sal_vager
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Unable to play - totally broken
sal_vager replied to KFS's topic in KSP1 Technical Support (PC, unmodded installs)
It's this. http://store.steampowered.com/app/268850/ The other players who were crashing also had this installed, after they removed it KSP was okay. -
It's only a small thing, the nosecone, but it can have a big impact. The current Mk1 and Mk2 inline cockpits, the Aerospike, the Mammoth, they all have this build restriction of having to be the end of a vessel, if you want to use these parts you have to take that into consideration. This adds an element of design that would be lost if any part can be used anywhere, it exists with other parts too, as for example most engines are not radially mountable. It's a trade-off, a choice, a decision that means you have to be a bit more creative with where you put other parts, it adds variation and thought, and helps define parts as being different from each other. It isn't as adaptable, it's not meant to be. And it'd screw up all the Mk1 inline cockpit equipped vessels still in flight when KSP is updated, that .6m flat nose may not be a problem for most, but for some it'll mean they can't land. That's a big change from such a small thing...
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Often, spambots will register and post multiple times, or many will register at once and post, it seems to happen in waves. But the curious george usergroup puts all new posts in the moderation queue so we catch them before they can do any damage
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Unable to play - totally broken
sal_vager replied to KFS's topic in KSP1 Technical Support (PC, unmodded installs)
I reckon it's this: A few players have had issues like yours recently and they were all using software such as this that hooks into memory [Link], modifying RAM and causing KSP to break. Turn it off, uninstall it if you have to, then try again -
Hi Wingnutt, try using the square bracket keys to change vessels ( [ ] ) while in the flight scene, these will work when you are within 2.5km of the other craft. Make sure the filter for your vessel is active in the tracking station (mouse over top edge of the screen) and if you still cannot select vessels in the tracking station please upload your game logs.
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It's not that easy, the controls for banning are separate from the others so you cant accidentally ban someone, though any member who racks up more than 100 active infraction points will be automatically banned while the total exceeds 100.
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Heat shield exploding before ablating
sal_vager replied to Kelderek's topic in KSP1 Gameplay Questions and Tutorials
Gentlemen, as humorous as you may find these comparisons to be they are not adding anything useful to this discussion. -
Just a note, a glass bottle can shatter when the ice expands, even if the lid is left off, it can also shatter when plunged into hot soup. Plastic bottles are safer, but you have to have them ready ahead of time and some can taint foods when heated. Think, you need to conduct that heat out of the soup, so put things into the soup that conduct heat and can conduct and radiate that heat to the surrounding air. You already have drawers full of highly conductive and shatter-proof metal cutlery, these are already food-safe, easily cleaned and you likely already used some when preparing the soup. Stick them in and leave the handles poking out over the lip of the pot, the larger the cutlery the better, or use more items to increase the conductive area. They will become hot to the touch, when the cutlery has cooled off you're soup will have as well. Edit: I should have googled earlier, this looks to be a pretty good guide. You would really need to put in the effort and stir the food to make sure it cools down fast enough before putting it in the freezer.
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Load window misaligned. Can't see pictures.
sal_vager replied to Arugela's topic in KSP1 Suggestions & Development Discussion
Everything is a bug, if you take the Wikipedia example... I added emphasis there, there is no caveat defining "unexpected" or who should be doing the expecting, so the result is that any unexpected behaviour by any individual becomes a bug, and as individuals cannot all agree on unexpected behaviour, and that they cannot always know the expected behaviour of the programmer, labelling everything as a bug becomes unhelpful and the Wikipedia example becomes useless. A better example when defining a software bug would be this: So a fault or incorrect output would be a bug, but that doesn't leave us with suitable terms for the issue here. The report itself can be defined as Feedback, specifically these: With KSP being the machine, and the post being the reaction to a process or activity. Though more accurately this can be defined as a Feature (Dictionary link) ( ), and when taken together with Feedback, becomes a Seeing as this was posted to the support forum, I will move it to Suggestions. -
How Do I Get Scientists?
sal_vager replied to jrolson's topic in KSP1 Technical Support (PC, unmodded installs)
Also you can usually rescue all the scientists you need from low Kerbin orbit. -
[WIP] [0.90] KerbalGalaxy 3.0 (Using StarSystems, PF:CE and RSS)
sal_vager replied to Artyomka15's topic in KSP1 Mod Releases
I better close this. -
Hmmm, this may be best in addon requests, but I think something like this did exist, it was a part of some tools years ago so I don't know if it will still help. I can't remember what it was called though.
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Really slow game start?
sal_vager replied to webkilla's topic in KSP1 Technical Support (PC, unmodded installs)
I really can't help you with this, sorry, it's a problem with the Unity game engine's www-Class for loading local textures, though you can improve the load time by turning off vertical sync in the KSP settings as KSP will load one asset at a time, in time with the screen refresh (I don't know why this is the case). Though as you can load at normal speed when using the modem directly it proves it's the router triggering the issue. All I can really suggest is you wait to see if Unity5 fixes this. -
Crashes in Editors
sal_vager replied to SatanSoldier's topic in KSP1 Technical Support (PC, unmodded installs)
That actually suggests you're missing a 32bit library, I noticed you're on a 64bit version of Linux so it'll have 64bit versions of the libraries that KSP needs installed, rather than 32bit versions. If you open a terminal in the KSP folder and use this line; ldd KSP.x86 | grep "not found" It'll say if anything's missing, but will also detect the 64bit versions of some things. Your log listed fglrx in the stack trace, so most likely you're missing the 32bit version of mesa, some parts of which are still needed by 32bit KSP. If you run this line in a terminal; sudo apt-get install libgl1-mesa-glx:i386 It'll install the bits you need so KSP.x86 will work. Or just stick to KSP.x86_64 which you can make Steam open for you by adding this; %command%_64 To the Steam launch options for KSP. -
The bottom wheels look upside down, unlike real wheels the KSP wheels only seem to work then the bottom of the wheel is on the ground, try fitting some rover wheels on a rover sideways and you'll see what I mean. Because there's a limited spot where wheels will work the angle of the wheels when trying this becomes important. Also make sure they aren't contacting the very edge of a part, as the collision mesh isn't always the same size or shape, in my tests with the Jumbo-64 I had to move the wheels in a bit nearer the grey ring, as if they were too close to the end of the tank it'd not collide, and not work.