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KSP2 Release Notes
Everything posted by sal_vager
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The Linux compatibility thread!
sal_vager replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
Well, KSP is made in Unity which ships with it's own version of Mono, so it's not likely to be Mono really at fault here. Also, a recent Ubuntu update removed some of my 32bit libs, so it's possible. /Mono/etc is actually there right? -
True, though with persistence we can do it a bit at a time
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Thing is, even the great Scott Manley can start KSP and have no idea what to do next, but what he often does is plan what do do ahead of time. So before you start the game think on what you could do that would challenge yourself, be cool, or just be fun ahead of time, jot down a rough plan of action and be ready to make changes. Maybe you'll decide on a Vall mountain retreat for your Kerbals, what will it need? How will you get it there? Will you scout for a landing site with probes first or will you do it live? With a basic idea set down, you'll find it much easier to stay pumped
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Forum message window is blank, impossible to reply
sal_vager replied to iDan122's topic in Kerbal Network
What browser IDan? Some people have had trouble with webkit browsers recently. -
PrometeoPrime, they are working on it Give them time, and don't worry. Closing this one.
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The Linux compatibility thread!
sal_vager replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
It sounds like some of the files have the wrong permissions maybe, are you starting KSP from the terminal? That could show some info. Also what is in your KSP.log? -
deactivate docking ports for performance
sal_vager replied to KerbMav's topic in KSP1 Mods Discussions
I have not noticed any particular slowdown from having lots of ports, how about instead of taking what could easily be a wind-up as truth you test this yourself? Build a pair of craft, one with tons of docking ports and one without, no need to launch them, just mess with them on the pad with gravity hacked, see what happens -
Lets not have any bickering over semantics here please, pixartist for one clearly was confused, and as far as I can see the purpose of this thread has been met
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Trolling is against the forum rules Raven2099. And breaking the rules... ..is against..
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It'll be out when it's ready And it'll be a regular update, 0.23.5 as has been mentioned, so when it is ready your Steam version will auto-update or your Store copy can be updated via the Launcher.
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It's best to wait till the pack is released or there's another dev blog before asking stuff like this to be honest, no one can really answer these except the devs themselves.
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The spaceport is broken, I suggest you do not use it and instead you upload to a normal file hosting site and create a thread here for your addon if you have not already done so. The spaceport may work later, but there's no guarantee.
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Kerbals have a thriving snacks industry, they almost only consume foodstuffs that would be suitable for watching movies with friends
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Hardly a massive bump, and it's good to see this challenge still drawing entrants
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How do we fix intake spam?
sal_vager replied to kiwiak's topic in KSP1 Suggestions & Development Discussion
This is really no different to regular part clipping, you can massively increase fuel load by clipping tanks inside each other for instance. It's up to the individual player to how they want to build, the player is free to exercise restraint in their building or go all-out and make something crazy, part clipping is used in many stock designs for aesthetics or for necessity (see Cupcakes dropships). This flexibility in KSP allows for different players to have fun in different ways, neither way is "right", what matters is that players have fun -
The store also only provides the current and previous version.
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Can't Undock Bug, How To Fix
sal_vager replied to roscoe_jones's topic in KSP1 Gameplay Questions and Tutorials
Guys, if we're going to see an end to this bug we're going to have to give Squad as much info as possible, so when this bug hits you, please update this bug report with your save file, and how you triggered the bug. Ideally only with stock installs and with as few parts as possible, but at this point any new information would help. If you can reproduce this bug consistently on the ground with stock test craft then that would be great -
I'd like to see more real world science in KSP, it was the orbital mechanics that drew me to this game to begin with and expanding on that with more things that NASA and others actually do in space would be fantastic. Things such as using instruments to study the Suns activity, detect energies entering the Kerbol system from deep space and doing chemical analysis on surface samples
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Hi Niv, the Goo was changed a while back from infinite reuses to having to be reset by the lab module. You need to dock the craft with the Goo to the craft with the Lab though, or carry the Lab around with you. This is also true for the Science Jr.
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Nice work Fluffy, and good craft design Keep it up ! (Oh BTW, had to move this to Mission Reports)
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I forget the posts are invisible after soft deletion, don't worry about it DoctorCruz
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Can Loads be pulled under the Docking Force?
sal_vager replied to Night60700's topic in KSP1 Gameplay Questions and Tutorials
Actually you kind of can, I've had a few craft where an upper lifter vehicle tries to pick up a rover, and if the ports don't connect you can drag it along with you. It's not brilliant, and maybe if you have something in the way that is not on the node it'll prevent the connection so you can tow while turning, but you can't go too fast or the force is lost.