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Everything posted by sal_vager
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Ahh okay, I didn't know that about ckan, I assume it can just use url's like Tinkertime does. Ckan is a pain to use on Linux by the way, the mono libraries take up a lot of space, and both downloading and updating via ckan on Linux is unreliable as too often a mod will only partially install if at all. I'd prefer a proper cross platform solution without such a bloated dependency.
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If ckan can use curseforge then there's nothing to imply, just use ckan and don't go to Curse, problem solved.
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A built in mod manager still needs to get mods from somewhere, so there's still a need for a long term reliable host, but thankfully ckan could use other sites than KerbalStuff, it'll work with SpaceDock, and there's other mod managers such as TinkerTime that does use Curse.
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Nah you can use CurseForge for both. Curse is the original site, CurseForge is the one the Curse client uses (and will work with KSP one day).
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CurseForge existed before this, so you're rather incorrect here.
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@curtquarquesso, they both do have other things to do don't forget, KSP is just one game that Curse provides mod hosting for and it would be no different for Nexus, there are many other games that are served by both these file hosts.
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@curtquarquesso
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I actually preferred the original KerbalStuff layout, but lots of other people complained about it.
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People can still use ModDB and Nexus if they want to, but it's up to modders to put stuff there.
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Not everyone likes Nexus, it's a pain to even find the download button. And I see this is still a thing :/ Oh and as I showed, the claims that the Curse page is littered with ads is just that , a claim, it doesn't actually have any truth to it.
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Why not Curse? There's claims that Curse is ad and virus ridden, yet just taking a look at Curse shows no more ads than Nexus, there's an ad on Curse currently for oatmeal and another one for a hotel in Vegas, and on Nexus there's an ad for P&O cruises. I don't like targeted ads, Nexus is passing my location to an ad server to serve me an ad for a product or service local to me, Curse isn't doing that. CurseForge has no ads at all, as you can see here. From searching around there's no solid evidence of viruses from Curse, the ones that do exist are many years old, and the few recent ones have been debunked as coming from pirated Curse clients. The few members here who have had an issue with Curse have been mostly concerned with uploading and approval of mods, which JadedCat has helped to resolve. I doubt the situation would be different if Nexus were the official mod repository, it'd just mean a different support email and a different person here handling issues. While Curse may have had a rocky beginning they clearly don't deserve that reputation any more.
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Ckan, official or not, needs somewhere to get mods from, ckan doesn't have a repository of addons and has relied on KerbalStuff for the majority, can and does provide mods from elsewhere.
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Pre-cooler vs. Shock Cone
sal_vager replied to Raideur Ng's topic in KSP1 Gameplay Questions and Tutorials
I can answer this, no, it doesn't. Intake area only effects the amount of air that can be drawn in at a given speed and air pressure, the larger your area the more air you can get, if there is enough to begin with. Drag is controlled by the parts drag cube, parts will have different sized front, side and rear drag cube surface areas depending on their size and shape. Parasitic (skin) drag is a thing, so longer and larger fuel tanks will have more skin drag than short skinny tanks, even precoolers behind nosecones will contribute to drag, though it's a lot less than a nosecone. Different nosecones (and intakes) also have different drag depending on the sizes of their drag cube faces, the tailcone is so long and has such a small rear face that it's pretty much all skin drag, which is why it's so good for this. Notice that there is actually drag on the precooler, it's just lower than the other parts.. -
Well it's not the craft file, I'm able to attach parts to it with no issue. We need your logs from when you do this, or at the very least you need to have the debug window open (alt+F2). Also if you're on Steam you can delete the "large.cfg" in GameData/Squad/Parts/FuelTank/Size3Tanks then verify the Steam cache. Hope this helps.
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Okay, well, first thing is don't come in too low, I assume you can make orbit, set a periapsis of about 30km. Second, don't carry too much mass, you won't need a heat shield until you're retuning from an orbit of around 500km or more. If you're still too fast, it's a bad Physics.cfg, delete it and let KSP generate a new one, that will reset the physics values for stuff like heat to the defaults. Oh and KSP won't find the file if you're starting from another folder, if you're using a shortcut on the desktop make sure the KSP folder is set as the "working directory" in the shortcut/link, otherwise KSP will look on the desktop and your physics will be broken. Ideally, run the KSP.x86 or KSP.x86_64 directly to be sure. The chute icon background will turn red to show when it's unsafe to deploy, but you should slow down enough for the chute icon to turn grey again long before you reach the ground. If you deploy it too soon the chute on the icon turns red to show it has been destroyed. Hope this helps.
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adding multiplayer
sal_vager replied to wolf creates16's topic in KSP1 Suggestions & Development Discussion
When they release multiplayer I'll tell you- 367 replies
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Surface Samples w/o Upgrade
sal_vager replied to SilverWolf's topic in KSP1 Technical Support (PC, unmodded installs)
It's old text, this used to be a thing but was dropped with 1.0.+ as it was felt to be too restrictive to deny players the ability to EVA at Kerbin, Kerbals must be able to walk from building to building obviously, so the restriction was removed. You will need the Astronaut complex at level 2 to EVA off of Kerbin, in order to be able to even attempt to get a surface sample.- 3 replies
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adding multiplayer
sal_vager replied to wolf creates16's topic in KSP1 Suggestions & Development Discussion
It's certainly an idea, though could still leave players waiting for others to enable warp. I believe the current plan is to allow players to go out of sync with each other, and later when you want to catch up you would click a button to sync up your time to the player furthest in the future. That way everyone gets to play, no one is left waiting, and you can all sync up later when you're ready.- 367 replies
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That's the SM2 fallback terrain shader, you likely either disabled the SM3 terrain shaders in your settings screen, or your graphics card/driver are old and don't support SM3. If it didn't look like this previously check your settings, and check that Windows has not rolled back your driver, you may need to reinstall the latest one.
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Some posts were edited under rule 2.3B. When responding to members you disagree with it is advised that you avoid making remarks that would lead to argument.
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Surface Samples w/o Upgrade
sal_vager replied to SilverWolf's topic in KSP1 Technical Support (PC, unmodded installs)
Nope, this is correct Verran, upgrading the astronaut complex allows EVA off of Kerbins surface but otherwise has no effect on your ability to take surface samples.- 3 replies
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I hit a slope, fell, then had to pull the legs in to roll the Kerbal X over, otherwise the hatch would still be obstructed Jeb Bob and Bill walked away from the landing, so it was a good one.
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Today I went to Duna as well. In a Kerbal X.
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That is not "exactly where we are" at all Anders, we have Curse, using it or not is your choice.