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Everything posted by sal_vager
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Glitch with Unmanned Probes
sal_vager replied to MadChris48's topic in KSP1 Technical Support (PC, unmodded installs)
You can just enable probe tags with the icon bar at the top of the map or tracking station, mouse over the top edge to see it pop down, give it a try -
craft files
sal_vager replied to Findthepin1's topic in KSP1 Technical Support (PC, unmodded installs)
The saves may be in the "Kerbal Space Program/saves" folder, right click on KSP in the Steam client and click Properties, then Local Files, there will be a button to open the game folder. If they are not there then they are likely in a hidden user folder, the best way to find that would be to do a folder search with hidden folders enabled, looking for your save file name. -
Editor bug with fairings
sal_vager replied to Vindelle_Sunveam's topic in KSP1 Technical Support (PC, unmodded installs)
You don't need fairings both ends, just one is enough, it can be closed around some other part such as a decoupler instead. -
Computer-breaking problem
sal_vager replied to Dizzle's topic in KSP1 Technical Support (PC, unmodded installs)
I'd try poking around the files in safemode to be honest. -
My KSP Settings Keep Getting Reset
sal_vager replied to Inteous's topic in KSP1 Technical Support (PC, unmodded installs)
KSP on Windows keeps a copy of your graphics settings in the registry, so maybe something is preventing KSP from updating the registry to your new settings, causing it to revert to those each time. You could try working around the issue by manually setting the registry entries for KSP, look for "HKEY_CURRENT_USER/Software/Squad/Kerbal Space Program/" Use decimal mode to see the actual numbers, and back up your registry before any changes. -
My Ksp looks Wrong on Ubuntu
sal_vager replied to Tristonwilson12's topic in KSP1 Technical Support (PC, unmodded installs)
Hi reese1221, the built-in anti-aliasing, which is on by default, is broken on Linux with the proprietary AMD driver. Just turn it off, you can use the catalyst control panel to force anti-aliasing at the graphics driver level instead. -
Linear, lets keep the thread on topic please
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How to reset debug values
sal_vager replied to NannerManCan's topic in KSP1 Gameplay Questions and Tutorials
Not that I remember, but once KSP makes a new file you'll have all the defaults, just copy it to make a backup. -
How to reset debug values
sal_vager replied to NannerManCan's topic in KSP1 Gameplay Questions and Tutorials
Deleting your physics.cfg and restarting the game will do it -
Parts disappearing with no reason
sal_vager replied to ouion's topic in KSP1 Technical Support (PC, modded installs)
I saw that recently, if you removed an addon that changes the tech tree it will break the save file, usually module manager is used for this so open your persistent.sfs and search for "modulemanager", delete that line and save your file, then load the save in KSP. -
No, it's not stated anywhere that you have to do it yourself, please show where in the KSP or Squad TOS, EULA, or anywhere in-game where this is so. Actually don't as you will be dragging this thread further off-topic, I suggest you drop this line of discussion Alshain
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Nope, the point of the game is to have fun, if you want to do that stock that's fine, if you want to use addons that's fine too, so use Mechjeb if you want, don't if you don't. And don't worry about how other people play
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No matter the feelings people have about Mechjeb, you have to admit it's a pretty amazing bit of code, it doesn't just hold you on a course like a real world autopilot(or react to beacons/satnav co-ords), it actually tries to fly your vessel as if it were at the WASD controls.
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This is probably why most airplanes don't use interplane struts or wires anymore.
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I think the bug is in how KSP handles drag on strangely built craft, as comparing the same craft with only parts offset between launches shows no appreciable difference in performance. As you can see here with these altitude tests with a reproduction of Levelords rocket, minus any inverted construction. Nope.
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I tried to test this contraption of yours but it turns out many parts are attached by their base node on one rocket, and their top node on the other, so I'll rebuild one rocket and test that with the boosters in-line and offset.
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This looks pretty legit to me, you're presenting a very blunt and draggy craft to the airflow by having your nose up that far, I'm told the space shuttle re-entered at around 40° AoA as well, which is pretty steep. You'll lose speed quickly, so your craft will be exposed to compression heating for less time and those heat gauges only show up when you're over about 90% of the parts heat tolerance. I used to think I had to re-enter high and level too, so the craft would have a gentler time of things but that compression heating, even in the high atmosphere, adds up over time. Probably the only unrealistic thing here is the absence of any consequences from the high-G's experienced with a more rapid re-entry.