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sal_vager

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Everything posted by sal_vager

  1. Yep fuel load was changed to match the other tanks
  2. Hi neogeo, if you open your persistent.sfs, search for your craft then search for the light, you should see something like this. Just change those, 0 is off, 0.5 is half brightness and 1 is full brightness for that colour.
  3. Unfortunately .21 isn't free to share or I'd send you mine, but you'd have to install Linux, sorry.
  4. Not sure about you but I have a lot of GoG games (GoG 4 lyfe!) and their updates have always been a bit patchy (heh), with some patches appearing in a day, others after a few days. Gotta be a little patient that's all Also, moving to Kerbal Network!
  5. Sorry but they don't need to be rescaled, any change in scale would not be noticed at all, it would be work for no benefit and would require all stock and modded IVA's to be changed. Kerbals are 1 meter tall by the way. How about some suggestions for gameplay instead Closing!
  6. Moved to gameplay questions, also, you have to take aerodynamic heating into account now, this is a long requested feature.
  7. Well, small antennas will only retract after transmitting, this is kind of a bug, really they should stay extended permanently. Not sure what you mean with the Gigantor without more info, but the phantom forces is interesting, please make sure you are not accidentally applying trim though (press modkey(alt)+X) Moving to modded.
  8. It's not broken, in the editor it just lets you see which way they will deploy in flight allowing you to reverse them if needed, set them to an action group to actually use them as flaps.
  9. I do indeed mean rename the Physics.cfg that you can find in the KSP game folder, it's just a text file of values that the physics uses. Various values have changed between 1.0.0, 1.0.1, 1.0.2 and so on, and if the file was not updated by Steam because it thought the file was correct, you can have the wrong values in KSP. KSP will automatically write a new Physics.cfg file if it can't find it though, so by renaming (or even deleting) that file, you force KSP to make a new one with the current default values. Try renaming it to Physics.old. Also, edited earlier post as I see what you mean.
  10. Your KSP.log is in the KSP game folder, as is your settings.cfg, your output_log is in the KSPData folder within the game folder
  11. Personal attacks are not something we want on these forums gentlemen, stick to the topic of the thread please.
  12. Could you please upload your logs, settings and dxdiag to dropbox mike
  13. No land usually happens because the Unity engine anti-aliasing is broken on Linux, and has to be disabled, multisampled or fast-approximate AA can be forced by most drivers though
  14. Primusrun didn't cause any issues then? I have a script for my Steam install because I can't be bothered to open the game folder, it's not complex. #!/bin/bash cd "/home/user/.local/share/Steam/SteamApps/common/Kerbal Space Program/" LC_ALL=C ./KSP.x86_64
  15. Yes of course, any help like that is appreciated
  16. Yeah GoG still has 1.0.2 for Windows, though Linux and OSX have been updated to 1.0.3, I've bothered Squad on this issue and they are aware, I'm not sure why GoG hasn't updated yet. Oh and the downloads on GoG all say 1.0.2 regardless, weird.
  17. Hi Nigeth, it's possible your Physics.cfg didn't get updated by Steam, try renaming it to force* KSP to make a new one when you start it. *bad typing.
  18. In the orbit or map view X still works to stop the engines, but you need to raise the navball to have any other flight control.
  19. Yeah it's a known issue, the brakes have a line in the cfg that sets them to the brakes key, also only toggle is broke in the action groups, extend and retract work okay.
  20. If you could post a bug tracker issue for this that'd be great, reproduced here on Linux as well.
  21. Updating title. Mike, if you've found a problem we need to look over those logs, try to reproduce it, and log it on the tracker.
  22. Well, the emissiveConstant controls heat emission, and heatConcuctivity controls heat passing from part to part, but as you can see they reference other numbers not in the cfg. Drop NathanKell a PM, he may be able to help you
  23. The new skin temperature system should alleviate this, and spaceplanes can both go to space and return, but you will want a lowish periapsis (30km is good) and you will want to raise your nose a lot to generate drag, the longer you stay at hyper/supersonic velocity the more heat you will generate. In fact if you roll inverted and pull "up" (down towards the ground) you can slow down quite quickly and avoid a lot of heat. In short, there isn't really a need for spaceplane heat shielding now.
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