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KSP2 Release Notes
Everything posted by sal_vager
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Kerbin survey contracts don't need supersonic flight, it just takes longer without it, but Junos are pretty efficient so you can easily go a log way and you have physwarp. Yes take the easy contracts, in fact don't feel you have to do every contract, you can pick and choose and the list will update while you're off doing something else. You can get to the planets without the high end stuff, it just takes more fuel with the less efficient engines, so don't feel you have to have the LV-N before you leave the Kerbin-Mun-Minmus area.
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- career
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Can't put any crew into my ship
sal_vager replied to travellerTTT's topic in KSP1 Technical Support (PC, unmodded installs)
You need available crew travellerTTT, those are assigned,, so either bring them home or hire some more. -
The thing is, KSP is currently on Unity4, so trying to use the binaries from Unity5 will fail, you need to use the older Unity4 release to make this work. Specifically, Unity4 4.6.4f1, you can see this in the output_log.txt for 1.0.5 64bit support is planned for KSP 1.1 so this hack won't be needed once KSP 1.1 is released.
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Hey we're not that bad It's a great community, the players make this place what it is, and they've done a damn fine job, it's the best game forum around thanks to their efforts
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A lot of the music in KSP comes from incompetech so it's no wonder if you've heard it somewhere else. For example, I first head some of this music in the Small Worlds flash game.
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Is it bad that my GameData folder takes up 1.45 GB?
sal_vager replied to RocketSquid's topic in KSP1 Mods Discussions
Nope, it really isn't, unless you're out of hard drive space. -
CHECK HERE FIRST - common suggestions.
sal_vager replied to sal_vager's topic in KSP1 Suggestions & Development Discussion
Not a bad idea actually- 95 replies
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Anyone Else Recently Build A Bad@** PC in Reponse to upcoming 1.1?
sal_vager replied to scribbleheli's topic in The Lounge
My computer is made from random bits over the years, but recently (this week in fact) had a few upgrades. AMD A10-5800k APU (Radeon HD7880) Nvidia GTX 650, nvidia-352 proprietary driver. 16 gigabytes 1600 memory (new, upgrade from 4 gigs 1333). Xubuntu 15.10 and KSP sits on a brand new 1 terabyte drive. All held together by an Asus F2A 55-M LK series motherboard. I still have an optical drive, and a USB floppy disk drive. The other new part was a EV3A 650 GQ PSU. -
Editor bug with fairings
sal_vager replied to Vindelle_Sunveam's topic in KSP1 Technical Support (PC, unmodded installs)
Hi Theriss, when this happens open the debug window with alt+F2 and check for errors, also, upload the output_log.txt from the KSP_Data folder somewhere and post the link to it so we can see what's going on. -
Also no CAKE99. @legoclone09 ?
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Feature or bug?
sal_vager replied to BloodDusk's topic in KSP1 Technical Support (PC, unmodded installs)
So I did some testing, and asked around, and this is what I found. Kerbals are very, very light for their size, at 1 metre tall (plus helmet) they mass a tiny 0.09 tons, also, their EVA propellant has no mass at all. Kerbals are draggy, they are a complex shape and their drag value reflects this. Kerbals have a high impact tolerance, this is deliberate so they can be thrown around a lot and survive. Dropping any object straight down from 80 or 90 km on Kerbin is about the gentlest way anything can re-enter, you're minimizing the re-entry speed so you are avoiding re-entry heating (Kerbals will be cooked if you're too fast). The air is thick enough at low altitude that a light, draggy object such as a Kerbal won't have much trouble slowing down. And the speed of a Kerbal from orbit when they reach sea level is about what they can cope with impact wise (funnily enough Marty, it's about 88mph). Add to this that the ragdoll state of a Kerbal can change their impact a bit, sometimes they will still poof on impact, but this adds to the Fun*, don't forget you can use the jetpack to slow you down a bit more if you're worried. So with all that, I can say it's not a bug, but also don't rely on it as while 9 times out of 10 it will work, when you need it it'll be the time it doesn't. Also avoid mountains... *uncertainty. -
Moved to the lounge, Steam is Valves software, not Squads, so unless someone here has run into this you're better off asking Steam support.
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Background in VAB is Black
sal_vager replied to dreyv's topic in KSP1 Technical Support (PC, unmodded installs)
Hi dreyv This is a graphics driver issue with the PPFX edge highlighter, some graphics cards just cannot use it. Disabling PPFX will prevent this. -
New Mobile Processing Lab mechanics
sal_vager replied to Elthy's topic in KSP1 Gameplay Questions and Tutorials
The mobile processing lab exists as an option for people who want science without having to go get it (after it is unlocked that is), and is also a component for station contracts. -
Ideas to surface dock this?
sal_vager replied to Herp's topic in KSP1 Gameplay Questions and Tutorials
I'd have to test this myself but it looks like they may not work due to clipping, docking ports can be sensitive to other parts in them. -
This is a very old thread Urain, it's likely that the issue is resolved by now.
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If you enable fine control (default is capslock) the RCS will scale their thrust, and keeping level is a lot easier
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Looks possible, it's just a guideline that you should try to do your own challenge, not that you have to succeed in it The guide is there to help prevent people posting challenges they didn't think through.