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Everything posted by sal_vager
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It\'d be a shame to end development of this, I think you need to simplify the design and it\'s abilities, it will then be easier to work on. Here are my suggestions, feel free to ignore it if it\'s crap Have the basic Lazor fire a white beam, this will be your targeting beam, it can be aimed or told to search, it can show a list of things it\'s found, it can lock-on and track the target, or can be used as a floodlight, targeting is essential before any further colours can be used, you\'ll need a colour reset button. Okay now you have targeting you need to focus on an ability, lets say Blue crystals are communication crystals (for example) I\'d switch on the blue beam and have new options. For this example I want to tell a nearby ship to stop tumbling, so in the option panel I click to turn on the other craft\'s SAS, maybe I can tell it to point prograde as well. I also want to scan the other ship, luckily I remembered to fit a green crystal in the VAB, so I turn that on, bugger now I have a yellow science beam, I don\'t want the targets orbital info, so I have to turn the blue beam off. With the green beam I can see some of the parts of the target ship, but one green Lazor isn\'t powerful enough to show me more than a few parts, I needed more green Lazors so I could scan all of it.
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The stick showed up for me with this craft: Lazor top blue crystal red crystal green crystal Lazor base RCS tank 4 green Lazors 4 blue Lazors 4 red Lazors cart I have no idea why I couldn\'t get another craft in the game, I just kept getting the message there was a craft on the launchpad, It is probably just KSP being strange. How many Lazors do I need on my craft? Would it be okay to have the main system able to do everything (with the right crystals attached) but need side Lazors for things beside/behind and to increase the systems power?
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Sorry I have been wrestling with blender for hours, and it won, it wont display a texture with the right colours no matter what I try. Ok I just tried the Lazor, I see that white stick thing as well, and when I leave the vessel and return the stick is under the capsule again. For some reason I cant get a second craft into the game, KSP seems to think the Lazor equipped cart is on the launchpad even though it is at the far end of the runway, I\'ll try driving even further away and see if that helps. I managed to destroy a piece of debris through Kerbin, maybe make a line of sight and range check?, and I have some red beams still firing even though I turned the Lazor off, they are targeted on something on the other side of the planet. The whole system is pretty impressive even with only a brief look, I did find it hard to fit the Lazors on top of the crystals on the side of my craft though, they need quite a bit of precision to get them in place. Finally got another craft into the scene, I had to drive 6.8km away though, I\'ll see if the Lidar works. Lidar failed to hit the other craft (cart+pod) at a range of 8.1 meters, it hit the icon stack though, not sure that\'s a good thing, I think Lidar needs to be more methodical in its sweep rather than a random firing. I got the cart targeted and I wanted to see what Scan did. but the option has vanished and I can\'t figure out how to get it back, I don\'t seem able to control all beams all the time, I have 4 of each colour equally spaced around the craft, but some fire the wrong way despite having line of sight. Turned of tracking station and I have the blue beams going the right way now, still no scan option, I think I need an instruction manual What\'s it mean when the red beam is blinking?
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Okay I\'ll give it a go.
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Okay it\'s just weird, maybe its doing this to me in other games but KSP is the first one I actually noticed, you were clear I was just too tired to take it all in
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I had AA off for those pics, here is 1440x900 with AA off: And here is the exact same scene with it on 2x: It seems to make no difference what level of AA I use either, and yeah it\'d be very strange for two different drivers and cards to display the same bug, maybe this is internal to KSP after all? I don\'t know if it could be related to framerate as this is with a small ship and my framerate is fine in this scene.
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A question about the Gimbal
sal_vager replied to Magmaros's topic in KSP1 Gameplay Questions and Tutorials
Hi Magmaros. The two purple markers point towards and away from the launchpad, while the other green marker shows the direction directly opposite your direction of travel. Hope this helps -
It must be a limitation of my driver, after a little more testing I find this: With 1280x960 I have shadows as normal,all other settings are high/on. With 1440x900 and antialiasing off I get shadows everywhere. With 1440x900 and antialiasing on I get shadows on the Mun but not on Kerbin. Oh well it\'s not a big deal and I can live with it, no sense filing a bug report when it\'s not a bug.
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Rather than file a bug report I want to find out if I\'m the only one affected by this first. I see no shadows with any resolution over a width of 1280, except when on the menu screen and while the flight scene is loading so I know KSP is capable of rendering them, it just isn\'t doing so for me. I have messed with the terrain shader but of course that had no effect, and changing the shadow cascade slider also does nothing, oh and it makes no difference whether I use fullscreen or windowed. Here is what I see at a resolution of 1440x900. This is the same scene changed to 1280x960. And finally the 1440x900 scene again but this time with the menu open. It may just be my card and driver, a Radeon HD4850 with the FGLRX Linux driver, but seeing as I can see shadows I don\'t this is the cause.
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That is so strange, could it be related to the cullingmask? Tosh did say he saw a lot of weird stuff before.
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What is it that\'s giving you problems sjwt? Maybe we can help, let\'s see what you\'re flying.
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How to land a spaceplane?
sal_vager replied to Cswartz9's topic in KSP1 Gameplay Questions and Tutorials
Tosh\'s cart can be perfectly balanced with two standard landing legs opposite it, and you\'ll be able to shift the legs forwards or rearwards to help with front/rear weight distribution. -
New version ejection force
sal_vager replied to Knyght's topic in KSP1 Gameplay Questions and Tutorials
Nothing wrong with eccentric orbits, they help if you want to explore the more northern and southern latitudes of the Mun But if you want it nice and level you\'ll need to burn up or down to push the path ahead of you in that direction and the path behind you will move the opposite way, just use the 0 and 180 degree markers on the navball to start with, oh and the point directly opposite you on your orbit will remain whee it is, try it and you\'ll understand instantly. -
It's funny really, how ksp turned into kfp/khp/kcp/krp/kbp/kaotap
sal_vager replied to xzbobzx's topic in KSP1 Discussion
Still waiting on a spelunking vehicle, every good planet has caves -
Much of the game is smoke and mirrors, that is not the Mun we land on but an impostor to make rendering the game simpler, also when we are far enough above Kerbin, what we are actually seeing is a scaled down version. Maybe you can check for 'Mun' and work out the 'correct' distance, and display that instead?
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I\'d have loved to have landed my winged cart at KSC2 but the challenge on /r/kerbalspaceprogram was to do it fully stock, and also I wasn\'t supposed to have the navball up at all as it could have been used to help others find the base. So I rooted through the Gimps filters to find some way to hide the ball, mosaic looked nice so I went with that. Landing at KSC\'s or KSC2\'s runway isn\'t too hard if you make sure your trajectory overshoots the runway, as you can always scrub off altitude by turning or sliding sideways the same way the Shuttle did, though the KSC2 runway is angled north/south. The biggest trick for landing any kind of spaceplane or shuttle though, is to make sure your craft is balanced, otherwise it becomes very difficult and you\'ll struggle to maneuver with ASAS trying desperately to hold you steady. Balance is hard to achieve though, and you will have to keep moving parts, then testing, then moving parts again, then testing again, it helps if you have something, like landing legs, that you can use as ballast without affecting your lift, as you can move them around easily. One really big problem here is your balance will shift as you use fuel, so I have been making my aircraft into gliders to avoid having to deal with the change in center of gravity / center of lift, I\'m actually taking advantage of the stack decouplers fuel crossfeed ability to help make sure I drain the tank Soon as I can wrestle Blenders texture engine to the floor I\'ll be able to make some metal plates specifically for balancing our craft, the mesh is done and I\'ll use the winglet module, but trying to make them look pretty is hard work. What we really need is some way to easily find the CG of our craft, as right now we\'re blind, and it\'s a pretty critical thing for aviation and aerospace.
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I just rescued a capsule that was stuck in orbit
sal_vager replied to species.zero's topic in KSP1 Discussion
Very nice, and no ASAS too, I bet that craft pulled to the right a lot even before grabbing the capsule, my hat\'s off to you and your flying skills.