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Everything posted by sal_vager
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Maybe it'd make more sense to have liquid fuel, oxidiser and monoprop only, and remove the combined LF+O option, that would treat the converter as having three separate reactions in one device.
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Hi @rational_pi, it sounds like you have the same issue a lot of other macOS users have reported, basically Apples Gatekeeper will interfere with unsigned applications, Squad are working on getting KSP signed for future releases. Until then your workaround will do the job, as can copying KSP to the desktop and back, in most cases it causes Gatekeeper to treat the files as yours and permits KSP to run.
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stack decouplers hollow?
sal_vager replied to Leafbaron's topic in KSP1 Suggestions & Development Discussion
Try launching 1000 of the things... -
stack decouplers hollow?
sal_vager replied to Leafbaron's topic in KSP1 Suggestions & Development Discussion
Hi Leafbaron, stack decouplers are deliberately not hollow, they just look that way. To have hollow objects in Unity you need multiple colliders per object, as colliders have to be convex. Multiple colliders on a model affect performance, as anyone using large numbers of Structural Fuselages will be able to tell you, it uses several colliders to make it hollow, but using too many affects performance in KSP. Hope this helps. -
Guido Fetta plans to put a cannae drive in orbit, but that's a little different to the EMdrive but journalists usually confuse the two.
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It'd be funny if it turns out to have a torque no one has noticed yet, causing it to go in circles unless you have two of them, maybe like this...
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You were supposed to be able to run the monoprop conversion along with fuel and oxidiser (or both), so it looks like the button for lf+o was set to a normal button, instead of what's called a 'radio' button that deselects other buttons in its group. I'll make sure the devs know about your report, thanks for posting it, as for not being seen, maybe it was intended all along, we haven't heard from RoverDude yet, and he's the guy behind KSP,s ISRU.
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Oh I see, well I don't think that's quite right It does make the converter produce a lot more heat though, you'll need plenty of radiators to keep it under control, it could be used sparingly as an overdrive mode for those of us who don't like the wait. It doesn't appear to have ever been reported on the bug tracker, so if you'd like to please report the issue there, I might actually start mining instead of my preferred strategy of sending refuelling drones from Kerbin in my own games, until this gets fixed that is.
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SPH ships not appearing
sal_vager replied to SuperCookieGaming's topic in KSP1 Technical Support (PC, unmodded installs)
It can be really hit or miss when trying to fix craft files, but yes you can open it in notepad, I'd make a backup first so you can go back to the original. This happens when the write to the file is interrupted, usually because KSP (or the computer) crashed, so you might find there's a part that has an opening { but isn't closed with a } -
Not sure I'm following what you mean by 'supplement' here, and the engineer bonus was added in 1.2.2 so it's still pretty new (and breaks asteroid mining). With no bonuses from engineers I'd expect two convert-o-trons on lf+o to output twice the liquid fuel and oxidiser then one (obviously) but if I have one converter on lf+o and the other on fuel alone I expect it to give me 3x the fuel as I'd get from one converter and 1x the oxygen. Testing it here shows what I expect, I'll have to try with different engineers as well. Edit: It's a pain when you only have two numbers past the decimal, but my results look okay.
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4K resolution - UI too small
sal_vager replied to LameLefty's topic in KSP1 Technical Support (PC, unmodded installs)
Just the workarounds mentioned above, either override the setting in the settings.cfg or use a lower resolution, I can ask Squad to support it properly in future. -
SPH ships not appearing
sal_vager replied to SuperCookieGaming's topic in KSP1 Technical Support (PC, unmodded installs)
Hi @SuperCookieGaming, you have a corrupted craft file, can you remember the last vessel you were working on in the SPH? -
Most likely it's the engineer bonus, we'd have to have your save to see your exact setup, Kerbals etc.
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To the values directly? That'd be revealing code stuff and I'd have to ask the producer if I can share it, but I can say it increases the distance you need to deflect the stick before KSP starts applying the movement to the vessel, but of course that won't help with a worn out joystick as it can spike to a high value with a small movement. Decreasing the sensitivity will change the input curve, the default value is pretty flat (linear), lower values will cause your control surfaces to move a little less at smaller joystick deflections, increasing to full when you've moved the stick all the way.
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They can be, though they are far less important then your threads
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Yes actually, I just got some info. Squads IT is currently investigating several options but the work is ongoing, the lost threads definitely have not been forgotten but this is going to take time, so they ask that we are patient while they work to find the best option to recover the affected threads without interfering with any of the posts and threads that have been made since the data loss. Edit: By all means feel free to make a new thread, they can be added to the old threads later. So please be patient, they are still working on it
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[macOS] Application Not Response
sal_vager replied to sauerkrautpie's topic in KSP1 Technical Support (PC, unmodded installs)
Thanks for the Player.log @sauerkrautpie, unfortunately it just stops, the same as the KSP.log, and does not show any errors. I will move this to unmodded support, hopefully other macOS users will be able to help. MacOS recently updated to 10.12.2 (December 14, 2016; 26 days ago), and macOS has been known to break the Unity3D game engine on which KSP was made. I would like to hear from other players on macOS 10.12.2 as this may be a wider issue. -
Extreme 3D pro issue
sal_vager replied to bsooner77's topic in KSP1 Technical Support (PC, modded installs)
It sounds like the stick is worn out @bsooner77, and one axis is always triggering an input. -
Hi @HYDRAGENT, very likely your save is corrupted, but don't worry, you have a backups folder in each save folder, you can replace the persistent.sfs with the last backup or the quicksave to continue your game. To deal with the bsod you can use the Windows event viewer to find the stop code, that will tell you what caused the issue.
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Hmm, now that is strange, I have a ps4 gamepad here and it works in KSP, though I'm on Linux (Xubuntu 16.04 LTS) I do know that the controller has to be plugged in before you start KSP, or axis bindings won't work, that matches the symptom you describe. Another possible cause could be your computers language settings, KSP is supposed to be locale invariant, it's an option in the Unity engine to ignore the users locale and use . (period) for the decimal delimiter amongst other things. Some Linux users are reporting they have to use LC_ALL=C or their settings do not save. Maybe you can try starting KSP from the command line with LC_ALL=C KSP.app
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[macOS] Application Not Response
sal_vager replied to sauerkrautpie's topic in KSP1 Technical Support (PC, unmodded installs)
Okay that will disable the Player.log yes, but it should exist on your system, the folder may be hidden. Your terrain issue looks like the same issue caused by using anti-aliasing with Intel graphics hardware, with anti-aliasing off it should work. Are you running any other software when you play KSP? -
Stutter (with mechjeb)
sal_vager replied to Kerbital's topic in KSP1 Technical Support (PC, modded installs)
I thought it best to start with Kerbitals issue, as he seems to be using Mechjeb throughout, the GC we already know about and can't change, roll on Unity and a Mono update...