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KSP2 Release Notes
Everything posted by sal_vager
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Display setting
sal_vager replied to A51himself's topic in KSP1 Suggestions & Development Discussion
The Unity game engine has a borderless mode, you can access this by starting KSP with the -popupwindow command line argument, that line can be added to a shortcut to the KSP.exe See here for more details on Unity command line args -
No, it's me, now it's Red
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Squad can't do much about the Unity game engine's poor 64bit support kimiko, sorry about that, even the Unity editor is 32bit so finding the cause of 64bit issues is a nightmare. Not that you're supposed to hack the Unity binaries anyway to fix their problems for them but that's another issue. There should be another Unity update out in time for the next update of KSP, and Unity 5 is getting closer to a stable release all the time so it's just a matter of time before we have a stable Windows 64bit version of KSP. So please don't lose hope, this is just a rough patch in KSP's development.
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Orbit, jetpack and Science points bugs
sal_vager replied to Redgum's topic in KSP1 Technical Support (PC, unmodded installs)
Redgum, KSP is still in development, and the topic of females has come up ad-infinitum, they will be added but don't expect Squad to drop everything and release a hotpatch a day before new years eve because yet another person has noticed KSP hasn't got them yet. Now, your other points can be addressed but if this thread turn into another trollfest about female Kerbals it'll be closed. Have fun and fly safe -
The thing is though, the Stayputnik is supposed to be a really basic, cheap, no frills probe. Add SAS to it and you may as well add SAS to pods again, so no need for pilots. Having it later in the tech tree makes no sense as no one would use it, we'd still just see requests for it to be balanced with the other probes and players not understanding its role. Just as with other games, you start out with less capable hardware and develop better stuff as you go, career has come as a bit of a culture shock to many players who expected career to be sandbox but with new features to unlock on top of what they were familiar with, rather than sandbox showing all the current features and career starting the player with considerably less. Flying without SAS isn't all that hard either, but we've all been used to having it we've taken it for granted.
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Unique naming
sal_vager replied to Damien_The_Unbeliever's topic in KSP1 Suggestions & Development Discussion
Or just use the vessel ID from the save file, no need for immutable names then, and if a player really wants to edit their save for whatever reason that's up to them -
Black Terrain
sal_vager replied to noodles_'s topic in KSP1 Technical Support (PC, unmodded installs)
Sounds like bad graphics drivers, did you install the correct ones and reboot? Please see the support stickies, we'll need more info from you on this one such as your logs, images of the issue and your dxdiag output -
Stage order messed up?
sal_vager replied to ROXunreal's topic in KSP1 Gameplay Questions and Tutorials
It's always done this, especially if you don't have decouplers, those things are expensive -
Stage order messed up?
sal_vager replied to ROXunreal's topic in KSP1 Gameplay Questions and Tutorials
You don't give us much to go on, no pics, no craft file, no save, we'd just be guessing. -
Mods not working?
sal_vager replied to Machiezmo's topic in KSP1 Technical Support (PC, modded installs)
Update your graphics driver, restart your PC, and do not use -force-opengl or -force-dx11 -
Future distribution of KSP
sal_vager replied to pandaman's topic in KSP1 Suggestions & Development Discussion
Piracy discussion is against the rules guys, sorry but I'm closing this. Squad have no intention of moving to a DRM'd distribution platform, even the Steam version has no DRM, only the Steam launcher checks to see if a game it started is still running and complains if you try to close the Steam client. -
Can't Get the Orbit Node
sal_vager replied to Bersagliere81's topic in KSP1 Gameplay Questions and Tutorials
Well, the node just lets you set up a point to remind you to burn, and a timer for how long to burn, neither of which is really necessary just to reach orbit, it's also possible to screw up your ascent to orbit by messing around in the map view setting up a node, as you don't get a lot of time. -
Can't Get the Orbit Node
sal_vager replied to Bersagliere81's topic in KSP1 Gameplay Questions and Tutorials
Welcome to the community Bersagliere81 The nodes are unlocked by upgrading the buildings in career mode, but you don't need them to get to orbit, think about what you did in the tutorials and what you saw others do on youtube. You should already know to pitch over gently, otherwis known as the gravity turn, then increase your speed so your apoapsis is above the atmosphere. When at apoapsis just burn prograde to increase your sped even more, until your periapsis is also above the atmosphere, which ends at just under 70km. Good luck and have fun -
Extreme Lag When Panning Camera
sal_vager replied to zephiyr's topic in KSP1 Technical Support (PC, unmodded installs)
Pretty sure this is caused by anti aliasing or maybe bad drivers, this looks like it can't be right for example: KSP should run fine on your card, I'd delete the settings.cfg and turn off any system-wide AA settings you may be using. -
Can't be Done
sal_vager replied to Camaron's topic in KSP1 Technical Support (PC, unmodded installs)
Sorry but we can't help with this, the fineprint contracts just pick a part and some values, Squad decided you shouldn't use some science devices at certain times. You can try using the debug screen to force contract completion, press Alt+F12 -
some textures randomly become blurry?
sal_vager replied to TThor's topic in KSP1 Technical Support (PC, modded installs)
Check the stickies please, it'll help us to see your logs and a pic of exactly which buttons you are having trouble with -
XBox triggers borked ?in 0.9?
sal_vager replied to evilC's topic in KSP1 Suggestions & Development Discussion
KSP is made in Unity, Unity controller support is rubbish. More info below: http://docs.unity3d.com/Manual/ConventionalGameInput.html http://docs.unity3d.com/Manual/class-InputManager.html Unity only handles 20 controller buttons, then wraps round to 1 -
Blew up my runway in Sandbox.
sal_vager replied to YourEverydayWaffle's topic in KSP1 Gameplay Questions and Tutorials
Repairs are free in sandbox, just right click it and repair it -
Game Keeps Crashing
sal_vager replied to Gaarashatan's topic in KSP1 Technical Support (PC, modded installs)
Do be aware though that if -force-opengl does not work for you it is not a KSP issue, and you will need to check the Unity forums for help. -
Not doomed, you got KSP to work this far, but the jittering isn't making sense without maybe a vid of the issue, could be the orbits are flickering due to anti-aliasing, or actually moving due to the bug with the claw if you're using that, so you see without enough info we can't begin to figure it out. If your save has mod parts then I'm not going to be able to load it right away but you said it occurs with stock. Contracts that specify an orbit will paint the requited orbit in space for you to match, the dots moving around the orbit show the required direction, as long as you get close it'll work fine. Turns out I can't load your save at all, it's bugged with null ref errors, maybe that's related and you need to try a new save?