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sal_vager

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Everything posted by sal_vager

  1. No, there are not, you'll have to try at another time when your ISP is not throttling you, sorry. There is no fix for this on our end.
  2. I'm pretty sure there's a mod that adds those triangles, are you absolutely sure this is an unmodded install? Edit: What in the seven shades of the hells is this?
  3. That's what we're trying to figure out Michael, the log seemed to suggest an incomplete install, maybe your newest log will say otherwise, KSP writes a new log with each launch. I don't know if it's the game, if it was more people would have the same issue as yourself, but if it's your system we need to work out why. Usually the game won't run due to old graphics drivers or some other software installed that is messing with the system, like your anti-virus, and KSP needs to be whitelisted. Sometimes it's an actual virus on a players PC. Please upload your most recent output log for us, thank you.
  4. Um no, there will be more features, resource gathering and fuel production is planned, as is multiplayer, an aero overhaul and to be honest if the devs decide they must have something else in because it's so cool, we'll see that as well. But beta is where most of the back end stuff is done and the focus changes to content (mostly)
  5. Look for the Interstellar addon, I think you'll like that
  6. No, not at all, the Stayputnik does not have SAS or reaction wheels, that is all.
  7. Have you got an output_log.txt where you don't use openGL please?
  8. You're right, they aren't lifting bodies, the shape was considered incorrect for that compared to the Mk2's. No idea on the efficiency, as long as they aren't negative mass when empty I guess it's fine
  9. You can land on the Mun without upgrading the buildings, just don't also expect to also return The first few contracts are enough to do some upgrades unless of course you're playing on hard, but then if you're playing on hard what did you expect?
  10. Getting to the Mun isn't too hard, just wait for it to peak over the edge of Kerbin and then burn prograde until your apoapsis meets the Muns orbit
  11. If it leaves a log we need to see it, please see the stickies at the top of this section.
  12. There is a scaling option for the UI in the game but that isn't for the settings screen itself, and deleting the settings.cfg should reset KSP to 1024x768 windowed mode. The launcher is also capable of setting KSP's settings options prior to launch so it's worth looking at that, and Windows does keep some gfx settings in the registry, specifically for screen width, screen height, render quality and windowed/fullscreen. Btw it should look like this in the default settings if your screen resolution is 1024x768 or greater.
  13. The log is not there to show total flights though, so sorry but this is not a bug. Thank you for looking into it though.
  14. Well, there's a few weird things in your log... It looks like Steam has not downloaded KSP correctly, please right click KSP in the Steam client and access its properties, from there you can click the local files tab and verify the file cache. It should find missing files and download them for you.
  15. Yep, it's not supposed to do this, and it's not the first time either as past launchpads have suffered from this as well. Only options currently are to use clamps or decoupler "feet" for your rocket.
  16. Known issue I'm afraid, because of the angle of the elevators the game thinks they are in front of the CoM, so makes them move the wrong way. If you use less of an angle on the elevators you can prevent it from happening
  17. Hey don't worry about it, we all do stuff that makes kick ourselves
  18. Hmm, doubt it as they don't have their abilities changed at all, it's possible to disable the brakes completely in the editor though if you right click on them but then they would not work at all.
  19. Okay I'm testing it here and the brakes are staying on when the Kerbal is on EVA, seems not to matter if I use a pilot or an engineer/scientist or even both. If you pressed B again before going on EVA the brakes will disengage though, but other than that they should stay on even with an empty craft. Can you reproduce this?
  20. Engage the wheel brakes by clicking the Brakes icon by the altimeter, this still works even with no pilot but you do need a Kerbal on board or a powered probe to control a craft at all. Click the map waypoints to target them.
  21. You still have control over gear, lights and brakes, but you do not have the ability to modify the stock action groups until you unlock it, same with the custom (1 to 10) groups. Remember, career is not sandbox.
  22. But there were no action groups in 0.9... In 0.90 the action groups are unchanged in sandbox, in career though you need to progress and upgrade your facilities to enable them, so upgrade your VAB
  23. There's other nuclear rocket engine types that don't seem to get the attention they deserve, anyone else here heard of the nuclear lightbulb? It could give between 1500 and 3000 Isp.
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