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sal_vager

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Everything posted by sal_vager

  1. Balance is really up to you, they are your parts but I bet there's a few people in Addon affairs who can help, so I've moved this there
  2. It's good to see this restarted It's too much hassle to launch rockets in the UK, so I'll stick to doing it virtually, have fun guys
  3. It's the message* indicator widget It's for in-game messages, so right now that means career emails but the idea is that it can be used for other stuff later, so it's enabled in sandbox even though there's nothing for it to do in sandbox yet. *lol, spelling.
  4. I second this idea, find an addon that needs parts and donate them
  5. This post is 10 seconds long, so I have moved to the Space Lounge, enjoy your coub gentlemen
  6. Pretty good Frozen_Heart, I bet a lot of people would be interested in the craft file for this too
  7. It's probably the settings.cfg, depending on the language your system is set to the file can get mangled and cause issues like this. Try deleting the settings.cfg file, and start KSP from the terminal with: LC_ALL=C ./KSP.x86 More info here
  8. Ferram, If it was my choice I'd change it, I already have ideas of what engines should be good for sea level, high altitudes and vacuum, but that's not the way KSP is. The benefit, as far as I can work out, is simplicity, you know a Mainsail will give you 1500 thrust everywhere, it's not going to let you down, it'll just drink more at sea level compared to space. You guys are seasoned KSP vets, you know how to calculate ejection angles and Isp, new players don't and most don't want to have to, just having it in-game can confuse people and they'll think "this is too hard for me, I'll pass" The math isn't wrong, KSP just isn't using the math you expect, suggest it be changed by all means, make your case to the developers, but remember that politeness moves mountains, demands rarely get you what you want.
  9. Franklin, the game was originally 2D, and apart from patched conics it had very little anyone could call "accurate", it was shown on the Orbiter forums because Felipe played Orbiter and was active there but KSP was designed to be fun, not Orbiter Lite. Showing KSP on the Orbiter forums does not make KSP Orbiter. Regex, the way KSP handles Isp is intentional behaviour and the developers have chosen to use that term, KSP gives people a taste of what orbital mechanics are like to spark imagination and curiosity, not to be a dry and 100% accurate simulation. Strict accuracy will send KSP down a path the developers, specifically Felipe, do not intend to take with the game, there are other games that offer accuracy and I know you are tired of that argument, others also get tired of the repeated calls for KSP to be made into something it's not, it's hard to appeal to everyone but Squad are trying, so that means having to take liberties with realism for gameplay. Another response I'm sure you don't want to hear is that KSP is moddable, and players are free to write plugins to make engines work according to their specifications. Not everything can or will be realistic, nor will it be stock, but anyone can add to the base that Squad has made and change it if they put some effort in to learn how. As for a teaching tool, there is KSPedu, and KSP already does help people learn, if not more than the basics of orbital flight then it can inspire people to learn to code, to model and to texture.
  10. It can be rebound in the settings screen or the settings.cfg, for some Linux players it gets reset to the Windows LeftAlt key
  11. Sometimes we have to step back from things and take a look at the whole picture Regex, there are many areas where the game is not accurate, you already know them so I won't repeat them here. Engines used to have both their thrust and their efficiency fixed, unalterable, inaccurate. When ISP was added Squad chose to keep max engine thrust constant for each engine and to make fuel consumption variable depending on air pressure, this was to simplify things for players who didn't understand ISP as they can just add more fuel tanks, and to retain compatibility with the huge number of craft that players had already made, most players would find their craft "broken" with engines too feeble at sea level to launch. While we gained some realism, some was sacrificed for gameplay, so while Kerbal engines do not have variable max thrust like Human engines do, they instead automatically adjust fuel flow to keep running at peak thrust at all altitudes Aerostatic back pressure was found to be just over-complex for the game.
  12. Not really seeing a point to this thread to be honest, Squad is working on 0.25 as you can plainly see from the devnotes amongst other things, I guess it's still the "in" thing to compare every and all small developers with Mojang and all games with Minecraft. Seriously, get over Minecraft, there's other ways to make games
  13. Guys can we please leave the HypeVehicles for now? It's getting annoying. Gotta close this, sorry.
  14. Yeah actually Someone forgot to install graphics drivers, or forgot to reboot KSP is crashing because it's trying to use OpenGL with no driver, so defaults to 64megs of RAM.
  15. Wow that's weird, and definitely shouldn't happen. Does your spacebar do anything weird in other programs? Also, try remapping "Stage" to another key and see what happens. Oh this may be it, if you alt+tab while the game loads, you break KSP, please be patient or use windowed mode
  16. Great game, serene at times, and it can really suck you in.
  17. Sounds like the RAM isn't plugged in quite right :/
  18. Hi Sid, you can start right here Actually, it's a good idea to start in the addon releases section, you'll find just about everything there, anything from symmetry tools to new shiny engines, have fun!
  19. Yep, new threads get their chance in the sun, maybe yours will be stuck one day Aethon
  20. How could I not sticky this for September JoePatrick1? Congrats
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