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KSP2 Release Notes
Everything posted by sal_vager
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Oh I just made a tiny spaceplane on a rocket for those, launch into orbit, deorbit near the area and fly around, it's a lot easier and more fun And my plane has wings low enough to clamber on, no ladder needed.
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Behold the tri-pod! Absurd constructions of necessity?
sal_vager replied to Maolagin's topic in KSP1 The Spacecraft Exchange
100% viable strategy, approved! -
Nope they could be pretty broad, when UFO: Enemy Unknown first came out it wasn't playable due to a bug, and have you looked at the Support forum? People spot even the tiniest things that aren't even bugs in KSP. At least KSP is working, the default values aren't suiting everyone but that's all they are, defaults that can be changed, that's not even a bug.
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I remember waiting each month for a PC gaming magazine, in the hope that the cover disk (3 1/4 floppies, then CD's) would have the patch I needed. Or I'd have to write to the publisher, send them a floppy disk and they'd send me the patch. You tended to be more accepting of bugs back then.
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Game taking incredibly long to load.
sal_vager replied to Stool's topic in KSP1 Technical Support (PC, unmodded installs)
Has anyone any ideas as to why this might be happening? -
Memory use will climb as you fly around as the terrain is loaded and stored, but it will peak and remain stead (or it would if not for the heat gauge bug), this is normal and that ground data has to go somewhere Though if you are short of RAM, you can reach a point where the terrain tries to allocate space that isn't there, causing a crash.
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Game taking incredibly long to load.
sal_vager replied to Stool's topic in KSP1 Technical Support (PC, unmodded installs)
Maybe firewalling KSP will also solve this, can someone test that please? -
Squad used to release the experimental versions to the community, and back when KSP was small with a close knit community of technically minded players who understood the game was in development and would contain bugs, this was perfectly fine. Then KSP gained wider appeal, there were more members, the concept of early access to an unfinished game eluded them. 0.14.0 was released. It was an absolute, unmitigated and complete disaster. The forums were absolutely hammered with endless screaming and abuse, many players expected, demanded, fully working and playable versions from a game in the early days of development. What we've seen the last few days has been nothing in comparison. Squad realized then that public releases of experimental builds were no longer tenable, the testing team was set up and only versions that had passed them would go to public release. 0.15 was playable, so was 0.16 and 0.17 and so on, every update has been playable. If you were given the experimentals, or worse, the QA builds, and saw everything break and all your saves and craft destroyed you'd flip your lid, the testers know they can't expect things to work which is why they are on the team. Thanks to them you can actually play KSP. Public access to experimental builds is never coming back, and with good reason.
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V1 control changes
sal_vager replied to DracoStandard's topic in KSP1 Technical Support (PC, unmodded installs)
Delete your settings.cfg, this issue is caused by the 0.90 file. -
This is a simple question!
sal_vager replied to fsadr's topic in KSP1 Technical Support (PC, unmodded installs)
Well, the volume is up in the settings.cfg, I assume you can play sounds with other applications so your speakers work and are on, that leaves the sound card software. Can you post your latest KSP.log and output_log (it's in KSPData) please, also if you have other speaker ports please try them while KSP is running. Also please check your sound card software for an Fmod stream while KSP is running, it might be muted. -
Joystick Bindings
sal_vager replied to Slur's topic in KSP1 Technical Support (PC, unmodded installs)
We didn't get a key to swap bindings in the end, which is more than a little annoying, I'll be asking again for 1.1 The binding is bugged yes, the modes won't stick if you don't also rebind the key or axis, so even if you're using the same key you need to rebind it. -
KSP does have trouble with azerty yes, the KSP.x86 should be fine though as it forces posix compatibility (LC_ALL=C), the KSP.x86_64 however does not, so that may be why some settings are lost. Action groups are written to the craft files, and can be affected in the same way. Screen resolution is backed up to the prefs file in "/home/user/.config/unity3d/Squad/Kerbal Space Program/", you can delete this file to force KSP to make a new one with default values.
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1.0.2 no sound on Win 7 x64. Not Steam.
sal_vager replied to Galane's topic in KSP1 Technical Support (PC, unmodded installs)
Hi again Galane, please post the logs from the game, your dxdgaig and settings.cfg -
Massive Lag in KSP 1.0
sal_vager replied to SolidJuho's topic in KSP1 Technical Support (PC, unmodded installs)
Hi SolidJuho please see the support stickies and post your game logs -
We can fudge our own launch clamps as soon as we get any decouplers, by using stack decouplers as feet or using radial decouplers and modular girder segments, we can keep our troublesome craft off the surface. The issue here is known as "sticky launchpad" and is caused by the Unity engine colliders, coding around it only helped to an extent.