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sal_vager

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Everything posted by sal_vager

  1. I think I'll stick this for January, good luck everyone and well done Claw
  2. Very useful stuff GoSlash, stickied for Jan
  3. Happy new year everyone, we've made it to 2015, I wish all of you the very best of luck and a happy year to come Here's a look back at some of the threads you've made last year.... ------------------------ I like big THRUST and I cannot lie....ahem, and so does LostElement, so what's the Largest Rocket you've ever built? ------------------------ Maths is an important tool of any rocket scientist, though nothing beats seat-of-the-pants experimentation and you can just use a bigger rocket like those above, but when you find yourself lithobraking on Laythe for the N'th time it can be handy to work out how much fuel you should have brought along. And thanks to GoSlash27, we can reverse the rocket equation and find out ------------------------ So now you're armed with a bigger rocket, you know how to make sure you have enough fuel, you need somewhere to go. Go biome hopping!, it's fun, gets you around the Kerbol system and helps exercise your craft building muscles, don't forget to take screenshots of your accomplishments ------------------------ Are our screenshots looking a little bland? Keep forgetting to warp to day? Tajampi can make your KSP screenshots better! (Free lens flare with every purchase) ------------------------ This next thread was posted very late in the year, literally on the last day, but it's so good I'm counting it. Westi29 has made probably the best Mk3 Space Shuttle with Solid Boosters so far, it even has monopropellent OMS, and it's Easy to Fly! (Your mileage may vary) Seriously check it out ------------------------ With KSP now in 0.9+ beta it's time for Squad to start adding in all that polish, and where better than with the Tech tree and parts? Wanderfound's discussion is a gold mine for the devs, what do you think can be changed? ------------------------ Nasa is considering a Manned Mission to Venus before Mars!, do I need to say more? ------------------------ And finally, One-Way Gaming asks us what are our new years resolutions? Mine is to continue with these TOTM's for another year
  4. Heh, I forget about this, but seriously, stick a load of reaction wheels on a small craft and you'll see what I mean about the SAS.
  5. No it's not intentional, if you have too much reaction wheel torque for the mass of your craft it'll jitter, and of course a probe tends to be lighter than a pod, add a few inline reaction wheels and you have a problem. The SAS code needs tuning, that's all, it should be fixed for 0.91 but until then I recommend Regex's PID tuner.
  6. Yes, I see that now, most likely the craft file got corrupted somehow, if you back it up and open it you can delete the size info, that can make KSP recalculate the size and mass. If it's a pre-0.90.0 craft then its info wont be there yet and saving it is supposed to add it in. I don't think addons cause this, as I've seen this on stock games too.
  7. If you're in career and your craft is too heavy for the pad, you'll have to upgrade the launchpad. This is a gameplay element, if it happens in sandbox you've bugged your craft file.
  8. Ahh okay, you may be able to save it if you make it a subassembly.
  9. The camera will automatically try to position itself to show your craft when loading a vessel or entering the editor with a vessel already loaded, this is intended behaviour
  10. Even if another save is corrupt it can prevent you loading a save, but I gather that you mean you can load a save but you can't load craft? What can you load? What button?
  11. A corrupt save can do this, check for any persistent.sfs with a file size of zero, and make sure the SHIPS, VAB and SPH folders are present.
  12. And like magic, it's there, I got the magic from spare inline stabilisers
  13. I think this is development discussion I don't think there's a way to change part, and by extension craft costs in the code yet, so it's more work than just adding another slider, also I think building costs shouldn't be the limiting factor, instead you should get far lower returns on your contracts. The offered contracts also should be harder, and be possible with available tech but certainly not beginner friendly, it's meant to be hard mode, not hand-holding new player mode. If you are not a good pilot and play on hard, you should expect a rough time
  14. Stop trying to run KSP from the desktop or any protected Windows folder, unzip a new copy to C:\Games and run it from there
  15. Well I recovered what I could, couldn't save the nose though, the new root is the Mk1 pod but you can use the re-root tool to change that. Back up big craft as you go, just have several prototypes if you need to http://www.filedropper.com/aoedjrecoveredcraft
  16. Yeah once you damage your files in x64 they stay broken in 32bit, I'll try loading these craft hold on.
  17. Can you make reproduction steps please Nemrav, I've been placing struts and fuel lines and have not run into this issue.
  18. Okay no need to panic Arugela, as long as you have not saved your craft while running the 64bit version of KSP on Linux. First off, the only really supported mode is 32bit, 64bit is still classed as experimental for both Linux and Windows, if it works for you then great. There is a problem with the Unity game engine on Linux when the users language is set to anything other then English, the period and comma get swapped around and this breaks the settings.cfg, the saves, craft files, you name it. The fix for this is to force KSP to start with a specific language, we use Posix © as all Linux distros have it, and the LC_ALL command in the terminal to set it like this. LC_ALL=C ./KSP.x86_64 That will start the 64bit version with the correct language. The fix was added to the 32bit version so we don't need it for that, that is why it has worked for you up to this point, but it was not applied to x64 because it is experimental. You will need to delete your settings.cfg before using the fix as it's already damaged, and if you make a script to start KSP in the KSP folder you don't need to type that line in every time, like this: #!/bin/bash LC_ALL=C ./KSP.x86_64 Just put that in a text file and make it executable, and put it in the KSP folder, to make a file executable see Google
  19. syregrimm, Dxdiag is saying you have an integrated Intel graphics chip with 64mb or RAM, this is not enough, it's sharing system RAM which can be overwritten by other programs. You guys are using laptops arent you? Make sure they are not on powersave mode and that your Nvidia or AMD card is activated, and keep them plugged into the mains when playing 3d games.
  20. It does make sense, but I don't know if it'll work, you'll have to back the save up and carefully copy over all the Kerbals, building states, completed contracts and vessels including debris, it may be easier to compare the files and copy over whatever Karbonite added instead. Good luck.
  21. It's probably not the install but the save file instead, most of the time if you have a modded save and remove something it prevents the save from loading, I guess adding Karbonite broke the existing save. Have you tried a new save yet? If you have problems with a new save then something is seriously wrong, either way we'll need to see your logs, very likely there's a null reference error in there.
  22. Try turning off the antialiasing, and don't use the PPFX option as it's known to be faulty, let us know if this helps
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