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Everything posted by sal_vager
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This about sums it up... Also Tassyr, you're stickied
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Already March is here, and with it comes a new round of community contributions, thoughtful discussions and big things going boom Our first stop this month is General Discussion and the simple question asked by Phenom Anon X, how do you know you've played too much KSP? (is there even such a thing?) Xeldrak challenges us to remake the Aeris 4a - Yes, it's spaceplane time!, can you take HarvesteR's very own personal creation (yes, really!) and make it better? Something that Felipe did intend was that the craft not be that easy to fly, it was meant to be a challenge, so bare that in mind I'm showing the modded crafts some love this time, and also revealing my age by getting all nostalgic for the toys of my youth, thanks to clown_baby's undeniably superb fully functional KSP Zoid That's just straight up inspired, also spiderzoid plz If KSP has a "Hard mode" it's this, Real solar system, Deadly re-entry and FAR combined in DonLorenzo's career journey to Mars! See how hard spaceflight can be, are you up to it? A first for the TOTM and hopefully not the last is a visit to the Modding forums, and we open with TaranisElsu's excellent example plugin projects to help you get started . Ever wanted to get into plugin writing? Here's what you need so get cracking and maybe next month it'll be your addon thread stickied And finally we put our feet up in the space lounge, where Kerbals can relax and post about (almost) anything including your KSP experience in pics (thanks go to Tassyr for this thread)
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The Linux compatibility thread!
sal_vager replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
Shouldn't be that sluggish, though I admit KSP in Linux is not as fast as in Windows. I'm running the 319 driver (it's old, I know) and don't have too many speed issues, certainly not when looking at the oceans and stuff anyway. This is a hard one to answer to be honest, but the memory fix in the opening post may help, I'm just glad KSP works for us at all. But yeah you should get better performance than that, one thing that does slow KSP down is the shadows and light sources, make sure they are default. -
Actually I don't think the KSP oberth effect is programmed, KSP uses patched conics for all orbits and this takes your velocity into account, and oberth effects are part of that. It worked for Apollo
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Lol, glad you got it working
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Omit the # (and the other url gumph too) Ie: [ imgur]szz8j[/imgur]
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I'd like this also, it'd be cool to be able to explore Kerbin by plane and find places to land, and also cool if you were refuelled when you stop on a runway
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Inline advanced Stabilzer and the Inline Reaction Wheel
sal_vager replied to LostElement's topic in KSP1 Discussion
The parts used to be very different, but now serve the same purpose, and unfortunately the same stats aside from mass. Ideally the stabilizer would be more potent, and the reaction wheel would not have SAS. Squad devs need some friendly prodding to rebalance those parts -
I've never really thought of using reaction wheels on aircraft, I can see how there would be advantages though, but then my planes don't tend to be very large. Most real aircraft use gyros for instruments, and some like SOFIA use gyros for stability.
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as far as you can drive oxygen-breathing car
sal_vager replied to JtPB's topic in KSP1 Challenges & Mission ideas
JtPB, can you please see the challenge guidelines and update your challenge with your own entry so we can see what you mean -
Satellite Launch Challenge
sal_vager replied to AlamoVampire's topic in KSP1 Challenges & Mission ideas
Actually, looking over this again, it's really not good to post challenges that have as part of their wording any anti-mechjeb sentiment, we've had quite a bit of trouble before when threads like this start degrading into pro and anti mechjeb arguments, and to be honest no-one needs that. ARS, don't worry about your post, I've decided that this should be closed and AlamoVampire needs to rethink his wording on future challenges, by all means have a stock and modded leaderboard, but don't bait mechjeb users. Closing now. -
Satellite Launch Challenge
sal_vager replied to AlamoVampire's topic in KSP1 Challenges & Mission ideas
All of you need to relax, Kasuha, this really isn't like you at all, Alamo, there's no need to keep responding when you know you two won't see eye to eye, Hodo, thanks, but don't forget backseat moderation is something we like to avoid here If necessary I'll clean this thread and let Alamo start again, or you guys can try the challenge, or move on to harder things. -
Engine says its producing thrust, my velocity doesn't change?
sal_vager replied to KerikBalm's topic in KSP1 Mods Discussions
An engine needs a thrustTransform in unity or it won't work, sorry. -
Drag Model Discussion
sal_vager replied to majic79's topic in KSP1 Suggestions & Development Discussion
KSP is still a work in progress, so just because things haven't been done yet doesn't mean they won't be, and if the devs did what you suggest none of us would have a game at all in a playable state. Enjoy what you have so far (pun?) it'll just get better -
Hmm yeah, actually, I suggest you save your money for this instead
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If you like GTA then you'll probably like V, is there a demo to try?
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Hmmm, maybe, though any real life space missile would leave a lot of smaller debris from both the missile and the target, which would still be orbiting. Total annihilation would be really hard, and probably not possible, it's interesting to note that missiles are not considered for real world space debris control, and not just because of treaties, but other less destructive methods are considered such as nets, retro rockets, lasers (to heat the leading edge and produce a thrust) collection by other craft or just tracking and avoidance. Actually most satellites these days have a defined end of life manoeuvre to get them to a graveyard orbit, while boosters are intended to never get into a stable orbit to begin with
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The Linux compatibility thread!
sal_vager replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
Mine does that, there's a lot to render on Kerbin, you can try reducing the maxSubdivision value for the oceans on each graphics setting. Poke around the settings.cfg, you're looking for this: -
Ahh, no one's checked the queue, I better go approve them. Edit: Approved!
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Welcome to the community parallax, it's always good to see new players The post limitation is a crude anti-spammer tool, your 4th and subsequent posts will be moderation free, actually you don't set off any alarm bells so I'll fix you up right now.