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Everything posted by sal_vager
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Code tags are such wonderful things Looks like the graphics driver? It's failing with the shaders, have you updated and not rebooted?
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Open letter to the developpers.
sal_vager replied to LukeStrike's topic in KSP1 Suggestions & Development Discussion
Aaaand this thread ends here, we've turned to profanity and personal attacks it seems, well done, you're really going to get Squad on your side with that... Maybe if people read the forums more, they'd see these topics have been asked and answered many times, and maybe if they were a little less angry and a little more humble they'd see there's a great community here who are willing to help get the game working, there's so many different computers out there with gods know what installed on them, it's no wonder some people have issues with games. If you'd paid attention you'd have seen KSP is still being made, Squad only have so much time and resources, and are still learning as they go. Please keep that in mind -
Hi CrowT, we really need your log files before we can figure this out, please see the stickies at the top of this forum section, thanks
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Nothing works. Please help a noob.
sal_vager replied to EDintheclouds's topic in KSP1 Gameplay Questions and Tutorials
We're trying to fly blind here EDintheclouds, can we see your craft please? You can take screenshots with F1 and upload them to imgur.com -
Guys, Nathan doesn't have time to help you, and I think it is unlikely you'll find any coder willing to essentially do all the work for you. You may have to give this project a miss for the time being
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Movenated to Fanworks Also, I see Kerbals as being rather innocent and childlike, so I see their Kulture being based on simple things such as having fun, eating snacks and feeding their inexhaustible childlike wonder at the world and of space
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Welcome to the community Kevin It all really depends on how adventurous you are feeling, it's possible to take a bunch of contracts that sort of overlap and do them all in one flight, such as test a part in a sub-orbital flight, gather science from Kerbin orbit and place a flag on the Mun. Lets have a look at your questions... --Do I need to hire kerbals at first? If not now, when should I worry about this? Unless playing on hard or custom, Kerbals will be hired automatically. --Should I focus on earning science, money, rep or something else at first? Money is tighter at higher difficulty settings, science gets you new parts sooner though so most players go for that, rep kinda sorts itself out but you do need high rep for the better contract offers. --Some of the buildings make sense, but others I have no idea what they are for? Should I leave them alone for now? Click them all! They won't explode (unless you drop things on them), the Hangar won't be much use early on without plane parts but other than that just explore --How concerned do I need to be about running out of money or other resources early in the career? Don't be too concerned, money could be a problem if your craft always fail, but science is just spent on unlocking the tech tree, and rep isn't really spent anywhere outside of the administration building. --How careful do I need to be with my kerbals? I'm always worried about doing manned flights, especially early because I don't want to just blow them all up... Fit parachutes, research decouplers, set an abort mode in the action groups, and get ready with the backspace key! And there's always more Kerbals willing to give spaceflight a go. --Should I just take contracts and not worry about any of this? Not too many at a time, and yeah, don't worry, learning from mistakes is part of the fun. --Any other tips (or tutorials I missed) for a very inexperienced player trying to start career mode? There's no one best way to play career, experiment and have fun, just like you did in sandbox
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A long time ago, a member known as closette worked out that rockets were really inefficient while still below 100m/s during ascent. Now, I don't know if that's still true, but I gun it at full throttle at least until I'm over 100m/s, then I'll throttle back to avoid atmospheric drag losses. Seems to work
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Hi everyone You may have noticed by now that the support forum has a few new colours, one for each supported OS and a darker version for solved threads. The default tag was changed to Windows, so if your issue is with Linux or OSX please edit your thread accordingly.
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The Linux Thread!
sal_vager replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
One of the addons may be causing this PyjackMeat, I doubt it's a RAM limitation on account of your reported RAM and you are using the 64bit binary. I'd test a few addons at a time and try to narrow it down. -
The Linux Thread!
sal_vager replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
I see several addons in there PyjackMeat, does an unmodded copy work for you? -
Maybe I'll get to choose my own colour, oh and.... Pre forum snafu...5th of March, 2013, wish I'd taken a pic when I had over 10,000 though.
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I remember being so pumped after my first successful return trip to the Mun with an 8 tank + RCS craft (we measured small craft in fuel tanks back then, it was the style at the time) No nodes, no saves, no second chances and had to get to Munar orbit and home on RCS alone, seat of your pants flying and so much fun
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My first launch was a long time ago in 0.13.2, if I remember right it was with a squat craft of mostly SRB's, it didn't get far
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SpaceShipTwo failure: suicide attempt?
sal_vager replied to Frida Space's topic in Science & Spaceflight
Oh wow, this is so beyond human decency it's unreal, can you guys not wait for an official announcement before resorting to this? I'm closing this thread, I don't want to see it pop up again. -
I use a little trick with the bigger rockets to prevent them toasting the pad, I stick some structural panels on the launch clamp supports to absorb the thrust
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Not sure about aircraft as I have not yet made a plane so large as to cause a problem (small planes ftw!) but the munbug/kerpollo blows the pad for me, a few launch clamps solved that though