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KSP2 Release Notes
Everything posted by sal_vager
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Quoting this as it's true, and while criticism is allowed that criticism cannot be baseless. Wild suppositions and claims with no founding do not help Squad, the players, or even their critics, they just create noise and confusion over the real issues.
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Should be easy enough to get used to the controls, I play KSP with touchpad and keyboard, it's not bad.
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Guys, calm, speculation is only that, speculation, the proof will come in time, but I can guarantee that no matter how good it is someone will find cause to complain
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You develop a fire proof outer coating after a while.
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http://forum.kerbalspaceprogram.com/members/67937-Maxmaps
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Seeing as he's physically in the same building on a daily basis as the devs, I'd say he knows a bit more than anyone here
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From the Unity blog.
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There's something I want to bring up here, and that is the effect the PS4 hardware limitations might have on KSP. First off, graphics, I don't think this will be a problem as stock KSP isn't exactly that graphically demanding, and even in the future should Squad decide to take advantage of Unity5 graphical effects, the PS4 limits shouldn't be a cause for concern as KSP already supports lower end PC hardware, there are many options to reduce the graphical load. I'd expect the PS4 to have some of the higher end options that we'd enjoy removed, or even be set to one graphics "level" by the other dev team, as KSP is one of those few games being ported to console, rather then from it. What is interesting though, is the PS4's 8 cores and Unity5's implementation of PhysX, that allows physics to be shared across cores, that's something we'll have on PC as well with the Unity5 release as it's all handled by the engine automatically. It'd be interesting to know how good the PS4 handles physics.
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Also don't forget that thanks to the Linux KSP version we'll be able to play KSP on Steamboxes, I'd like to try KSP with a Steam controller.
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Supposedly it's fine, though I expect UI issues with a pad.
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I actually quite like that, any modders interested in making it?
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Okay I've merged them, as for the tracker yes it is a mess of non-bugs, duplicates, Unity issues, non-reproduceable crash reports, complaints about minor graphical glitches, issues caused by player hardware/software, solved issues never rechecked, intentional features reported as bugs and issues caused by addons. The Exp team goes through all that and cleans up what they can, they also reproduce bugs and copy the real ones to another tracker, such as bugs like this one. I mark it as a bug here so it's known that it's not something we can fix yet, and needs patching, so if you could add it to the tracker that'd be great. Just please make your bug report as clear as possible, concise is good, and it's best to add reproduction steps that have a high chance of causing the issue to appear. Include any logs you can, pics and vids of the issue help as well but logs are most important. Here's an example of how I write mine: ____ Description Memory use increases when a vessel overheats. ____ Reproduction * Open the task manager. * In KSP, Launch the Aeris 4A. * Fly at about 12km and full speed until craft begins to show thermal effects. ____ Result * Memory use will start to increase when the craft thermal effects and gauges are active. * Memory use can continue to increase until game crashes. * Memory stops increasing when vessel cools and thermal effects end. ____ Expected Result * No increase in memory used. ____ Reproduction Attempts and Rate Tested 8 times, 100% reproduction of memory increase, crashed from memory exhaustion twice. ____ Workarounds Disabling PPFX edge highlighting showed no memory increase during overheat. ___ Tested On Linux x86 and x86_64, Xubuntu 15.04, with Nvidia 346 driver. ___ Attachments: KSP.Log Player.log Screenshot 1 Screenshot 2 Screenshot 3
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New Heat System causes memory leak
sal_vager replied to teraflops's topic in KSP1 Suggestions & Development Discussion
Moved to the existing thread on this subject. -
Career Mode Bug?
sal_vager replied to Rick Altur's topic in KSP1 Technical Support (PC, unmodded installs)
It's never a waste of time, how will you know if you don't ask? Now your thread will stay here to help others with the same issue. -
Surface FX won't disable
sal_vager replied to LittleBlueGaming's topic in KSP1 Technical Support (PC, unmodded installs)
Good catch, marking as a bug, but please be aware that this is the support forum and all bugs should be reported on the Squad bug tracker as they won't be addressed here. -
No. A kerbal has much less mass so is affected more by aerodynamic forces than the craft, which has more inertia, and dropping a bowling ball and a sock in an atmosphere would result in the sock slowing first. You may be thinking of the famous experiment with a hammer and a feather on the moon, that works because there is no air resistance acting on either object. Closing.
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Accelerating Brakes
sal_vager replied to LittleBlueGaming's topic in KSP1 Technical Support (PC, unmodded installs)
There's a known issue with wheels, please use the Claws unofficial patch until this is fixed. -
Can't edit craft
sal_vager replied to Wojtus's topic in KSP1 Technical Support (PC, unmodded installs)
It's most likely the path to the tech tree, which module manager changes, the correct path is: "TechTreeUrl = GameData/Squad/Resources/TechTree.cfg" -
Rotation and CoM
sal_vager replied to Darnok's topic in KSP1 Technical Support (PC, unmodded installs)
Actually the offset CoM for jets is intended, as the part you see is only the nozzle. If the CoM was on the part it'd be at the back of this, which makes no sense.