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sal_vager

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Everything posted by sal_vager

  1. Thanks @Kobymaru, something like this might need a few extra buttons in the settings screen, so certain modifiers can be selected along with the detected keypress, unfortunately we also use shift and control for the throttle, so making them modifiers and unique keys would be awkward.
  2. Yes, binding two keys at the same time is not currently supported in KSP. I don't think anyone has reported this as an issue, you're welcome to post it on the issue tracker.
  3. Thanks CosmicCharlie. Cooling % isn't really linked to core heat at all, as long as you have enough radiator capacity the core heat will stabilize, as you're overheating you must have more core heat being produced than your radiators can account for.
  4. Hi @Raptor kerman, I hid your duplicate thread, no need for more than one of these Also, please remember the no roleplay rule, using a company name is okay as long as you don't pretend to be one.
  5. Hi @omelaw. Run in AMD compatibility mode forces the Unity command line argument -force-gfx-direct Do not produce log adds the -nolog command line argument. Run in framless window adds -popupwindow Run in extended character set mode prepends LC_ALL=C on Linux and OSX. Run 64 bit player calls the 64bit binary on the platform if there is one (not needed for OSX) Hope this helps.
  6. Hi @rico., can you please take a look here. It would help us to have your game logs, so we can see more of what's going on.
  7. Alt+enter is a Unity engine thing, not programmed by Squad, and doesn't even work on Linux or OSX. Unlike the fullscreen option in Settings, alt+enter just stretches the window without giving KSP the chance to resize things properly.
  8. Hi @icekatze, can you pleas also share your settings.cfg, issues like this often depend on the terrain settings.
  9. Hi @Sublight, I'd have to clear the creation of new forums with the manager, but it sounds like an okay idea. Though truth be told, the Gameplay Questions forum is supposed to be for the stock game, and mod questions really should be in addon discussion. Also, have you considered adding a 'stock' tag to your threads?
  10. Yeah, I assumed you had one actually. Also I should apologise to you and starwaster for muddling this thread up so much, if I'd just looked at the code at the beginning I'd have known what was going on.
  11. You'd need more for ISRU, but I don't see why that would be a problem. Would you be willing to write this up as a feedback issue on the tracker? I can then more easily bring it to the devs attention.
  12. If by fail you mean explode they should do that at 2500, they all have the same max temperature.. maxTemp = 2500 Also maxTemps were raised due to player feedback. From my testing today I see that they do seem to reduce the heat they take from the part once they are saturated.
  13. But doesn't adding more radiators increase the effective radiative surface of the part, providing 1200k of cooling per radiator on top of the parts own surface area?
  14. Well that's just code, but I can't change that without good reason, but if there were already better balanced values for the cfg so they wouldn't be OP it might help. Won't stop radiator spam of spaceplanes though.
  15. Well the headroom is a cfg value, you're welcome to try tweaking it but I don't know if core heat will just overpower everything. ISRU expects you to be on the ground most of the time by the way, not flying through the air with an external temperature of 6000k, or in low Sun orbit.
  16. Well from what I can see @foamyesque it's a deliberate effect, as @Starwaster says it's coded into the radiators, I couldn't tell you why though, he's probably right that this is a gameplay choice, otherwise we'd see stegosaurus spaceplanes with radiators all the way down their backs, hardly authentic. Looks like the Blackbird just never got hot enough to need active cooling of anything other than the cockpit, it was able to handle the heat so additional cooling wasn't used as it would add mass and complexity.
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