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KSP2 Release Notes
Everything posted by sal_vager
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Lol, welcome to the community Simplicity And you can rest assured that all my welcome messages are hand typed, and hopefully relevant to the thread Have fun practising your orbits, and fly safe!
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Welcome to the community El Gribbo Good luck with your space station, and fly safe !
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Woot, welcome back Nats, it's good to see you on the forums again The Steam forum is okay, but it's damn hard to deal with support issues on there
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The more threads the merrier, as long as they aren't spammy
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Welcome to the community skygunner Yeah Squad want to make KSP as modder friendly as they can, games with strong modding communities don't only do well but have strong communities overall, and KSP's is probably the best one out there thanks to all you guys So keep up the modding, and fly safe!
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Welcome back Ryan, you weren't banned, as ADV-SAS says we lost a lot of threads and accounts. The site's still gradually coming back to life thanks to the strong community here who love KSP, it's up to all of us to show the world how cool we are as a community so do your bit and start a thread or two
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Welcome to the community thetommygunyeah It's always great when the players help each other, that's one of the things that makes KSP so great, guys like you Have fun helping others, and fly safe!
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Jeeze guys, tidy up your quotes and chop out the pics
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Yeah, it has but it's one of those things it's worth trying, now people can see it's possible
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Yep, I'll give this a go
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Deorbit the Premade Space Station
sal_vager replied to Commander MK's topic in KSP1 Challenges & Mission ideas
It looks like SkyRender won, though your scoring system seems a little sparse -
This is possible but really hard, it's an IronKerbal level of hard, good luck to participants but leax256, you really should at least have a go so others know what to beat
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Now this is a cool challenge!
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If you tried this you'd learn a few things. (A) It's really hard to get hit by debris, no matter how much you have, you have to deliberately intercept the debris. ( You're in orbit, your velocity will be well over 100m/s. © Apart from the craft labels of the distant parts on rails to look at, it'll be pretty dull.
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Challenge Submission Guide It's easy to make a challenge, but it's hard to make a good challenge, so to help you make a good challenge it's a good idea consider the following: Is this challenge possible? Many challenges we see are nearly or literally impossible to achieve, and usually very little thought has gone into them, these challenges just annoy people, waste forum space and show that the submitter hasn't really tried. So test your challenge yourself first to make sure it is possible, you don't have to be successful but you'll soon know if the challenge has a hope of being completed. Is this challenge fun? Everyone wants to have fun, fun can mean different things to different people but if you find your own challenge boring others will as well, and it is best to think of something else. What are we trying to do? You can tell a poorly thought out challenge from a mile away, if the first few posts are asking for details, you have done something wrong. Make sure you explain your challenge properly so players know what they are supposed to be doing. How do we win this anyway? Every challenge needs a way to win it or to judge if someone is the best, usually this is the shortest time to complete the challenge or the least components used, or even the lowest mass or least fuel consumed. So make sure you decide in advance how players of your challenge will be scored, it saves confusion later on. And for challenge entrants... No one likes a wiseguy! Challenges work on an honour system, we can't always check if you are cheating and even if you don't "cheat", if you deliberately misinterpret the rules of a challenge or its spirit in order to gain an advantage, you'll spoil the fun for everyone else. So for example, if the poster used a stock entry and everyone else has posted a stock entry and there's no modded leaderboard, assume it's stock and ASK the challenge poster if they will consider a modded entry before entering. In challenges where addons are allowed, players expect others to use addons that are publicly available so everyone is on a level playing field, custom addons that exploit the challenge rules are extremely bad form, so don't be surprised to see your entry disqualified. Like a Challenge? Let others know! We see a lot of challenges on the forums and some are better than others, finding a good challenge can sometimes be a challenge in itself! If you find a well thought out and written challenge that you have fun competing in, let others know that it's good by Rating the challenge thread highly. Excellent and Good threads are more likely to stay near the top of the forums which makes them easier to find.
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It's got to be one of these: axis_EVA_translate_x { name = None id = None inv = False sensitivity = 1 deadzone = 0 scale = 1 switchState = Any } axis_EVA_translate_y { name = None id = None inv = False sensitivity = 1 deadzone = 0 scale = 1 switchState = Any } axis_EVA_translate_z { name = None id = None inv = False sensitivity = 1 deadzone = 0 scale = 1 switchState = Any }
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Use PPJoy (64bit version here) to create a virtual joystick, then use GlovePIE to run a script which maps the physical joystick controls to virtual ones which are interpreted correctly by Kerbal. The script needs to be running in the background while you are running Kerbal. 1. PPJoy - open 'configure joysticks' dialog - click 'add...' to create virtual joystick - select it, click on 'mapping...', click on next - select 'delete individual mapping - use interface default' - click on next / yes / finish 2. GlovePIE script: - open GlovePIE - enter and save the script below - click on run (do this each time you play Kerbal) //joystick axes (rockets - uses rudder controls for roll) PPJoy1.Analog0 = Joystick1.RotZ PPJoy1.Analog1 = Joystick1.y PPJoy1.Analog2 = -1 * Joystick1.z PPJoy1.Analog6 = Joystick1.x //joystick axes (space-planes - uses rudder controls for yaw) //PPJoy1.Analog0 = Joystick1.x //PPJoy1.Analog1 = Joystick1.y //PPJoy1.Analog2 = -1 * Joystick1.z //PPJoy1.Analog6 = Joystick1.RotZ //pan camera keyboard.Left = Joystick1.Pov1Right keyboard.Right = Joystick1.Pov1Left keyboard.Up = Joystick1.Pov1Down keyboard.Down = Joystick1.Pov1Up //zoom in/out Keyboard.Equals = Joystick1.button3 Keyboard.Minus = Joystick1.button4 //map other keys to joystick buttons as required Keyboard.T = Joystick1.Button1 Keyboard.M = Joystick1.Button2 Keyboard.F2 = Joystick1.Button8 //etc 3. SETTINGS - You must edit the Kerbal 'settings.cfg' file manually, it won't work if you try to bind the controls in-game: ... AXIS_PITCH { name = VirY id = joy0.1 inv = False sensitivity = 1 deadzone = 0 } AXIS_ROLL { name = VirX id = joy0.0 inv = False sensitivity = 1 deadzone = 0 } AXIS_YAW { name = VirRotZ id = joy0.3 inv = False sensitivity = 1 deadzone = 0 } AXIS_THROTTLE { name = VirZ id = joy0.2 inv = False sensitivity = 1 deadzone = 0 } ... NB you may need to play around with the joystick IDs in the script and config file, depending on what other controllers you've got plugged into your PC. Hope that helps!
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Having problems mapping your Xbox 360 gamepad Triggers/DPAD ? Here is the catch : KSPs input configuration menu sees Left Trigger and Right Trigger as 50% range axes "8" and "9" respectively. In this way you have two separate axes which you can't bind for only one purpose. Buuuuuut ... if you tells KSP to recognize your Triggers as only one axis (In this case, I found out it is the axis "2") : Triggers works as a unique shared axis. And voilà, you can finally use your Left and Right Triggers as you want ! With this supplementary axis I managed to map all my axes well so I do not need to endlessly switch between Rotation and Translation mode when docking. Here is how you get it working : 1- Go into the input menu 2- Map either the left or right trigger to the control you want it to be mapped (ie. Throttle incremental) 3- Apply the changes 4- Quit the game 5- Open the "settings.cfg" file located in your "KSP_Win" Folder with your favorite text editor program 6- Search for your input line (ie. Throttle incremental : AXIS_THROTTLE_INC) 7- Replace : Code: AXIS_THROTTLE_INC { name = Controller (Xbox 360 Wireless Receiver for Windows) 8 id = joy0.8 inv = True sensitivity = 1.777855 deadzone = 0.1516286 switchState = Any } With : Code: AXIS_THROTTLE_INC { name = Controller (Xbox 360 Wireless Receiver for Windows) 2 id = joy0.2 inv = True sensitivity = 1.777855 deadzone = 0.1516286 switchState = Any } 8- Save the changes 9- Relaunch the game, test, set sensitivity, deadzone and invert if necessary. 10- Enjoy your working Triggers Note : If you remap any control in the input menu with a Trigger, you will have to do all this process again for this input. As KSP will rename your Trigger axis by 8 or 9 instead of 2. For the D-PAD : KSP recognize them as axes (axis 5 and 6) and not buttons. So you can use them for controlling ships movements or the camera but not as a 4 standards buttons. You just have to map them as axes and they works fine. @ SQUAD : - Can you look at this and make the game recognizing the Left and Right Triggers as axis "2" and not axis "8" and "9" ? - Also can you make the DPAD recognized as 4 buttons instead of 2 axes ? Thanks. And I hope this helped some of you.
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The Linux compatibility thread!
sal_vager replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
It's not actually clear that the 64bit version is not recommended, actually I better add that to the guide -
Welcome back Dem Wot Goz Ub Have fun regaining your medals and fly safe!
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Oh, so you did......what a shame..... Just kidding, welcome back
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Welcome back Kromey, I'm sure you have many more proud moments to come Fine throttle control would be so cool, but as we don't have it we can get by with RCS for fine tuning the descent on low-g worlds. Have fun landing, and fly safe!
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Hiya scott_e, welcome back MechJeb isn't cheating at all and is a great learning aid Have fun and fly safe!
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Welcome back BFGfreak, don't forget not to spam when rebuilding post counts
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Welcome back tobjv Have fun and fly safe!