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Parasitic Brain Worm
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Here's a delightfully nerdy challenge for you geniuses: build a computer (or at least a proof-of-concept) that is Turing-complete in stock KSP (DLC allowed). Here's the wikipedia article on Turing-completeness to get you started: https://en.wikipedia.org/wiki/Turing_completeness. Basically, a computer capable of computing anything commutable. Numerous games, from Minecraft to Magic the Gathering have proven to be Turing-complete, so I have a question: is KSP? Could you build a complex marble run with mechanical logic gates? Misuse the KAL controller? There are numerous approaches that might work. I'm curious to see what you all come up with!
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I'm using a custom joystick made with an Arduino Leonardo. But wait! I'm pretty sure it's not causing the issue! When I open up windows game controller settings, I can see the troublesome axis (throttle) is being detected. I have also confirmed that it works in other games. However, it is not being detected within KSP. I have tried binding throttle to pitch, and it works just fine. When I try to bind throttle to the actual throttle, the game simply doesn't detect it. I've tried editing settings.cfg to the axis (axis 7) that the throttle shows up as in other programs, but it still doesn't work. Any help would be much appreciated. Thanks!
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's fine. Yeah... good ol' laptops suck at gaming! Kinda annoying. Thanks for all the help!
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"Landing" - KSP Animation Progress Thread
ItCameFromDuna replied to outflowphil's topic in KSP Fan Works
In case you don't want to have to go through all the work modeling the parts, here's a .mu importer for Blender. I don't know what sort of IP this would or wouldn't violate, but, since Blender is free, you could just use it as an import program. -
Just finished testing that per Electrocutor's reply. No change, it's still not reflecting anything. You want a third log?
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Tried a clean install; still no results. I couldn't figure out how to get it into dx11 mode; Command Prompt was giving me errors every time I tried to run the commands. Here's the new log: https://www.dropbox.com/s/et1ya0sbx0esxgw/KSP.log?dl=0 And the screenshot: https://www.dropbox.com/s/atselsby04cm8xg/screenshot178.png?dl=0
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I only have the one MM installed! And I'm waiting until it updates to reinstall far!! Unless the log is cumulative...? Sorry, I didn't see that request for the KSP.log. Anyways, here's the log you requested: https://www.dropbox.com/s/et1ya0sbx0esxgw/KSP.log?dl=0
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I think I was still getting this when I briefly tried it in 1.3. Maybe it's my crap Intel integrated graphics?
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The issue arises with both stock and the porkjet parts. And Shadowmage, I have realized that there are two possibilites; 1: I am an idiot. 2: I can't read. Anyways, here's the link: https://www.dropbox.com/s/dfws0kqx0hov7nu/output_log.txt?dl=0
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Back from dinner. Sorry for the delay. I'm not using any of the mods you listed (or any other graphics mod at all). How should I upload the log without freezing up my browser? It's 3.6 meg.
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I should be using Electrocutor's patch, for both stock and Porkjet's Overhaul. I'll try your fix and see if it works. Thanks! P.S. Just to clarify, the configs for the patches should just be in the GameData directory? Or is there somewhere within TU itself?
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I don't know if this is a matter of mis-installation, but I'm trying out the stock part conversion, and all the parts affected are extremely dark. They seem to be shaded properly, just too dark. Also, I have a TON of mods installed, it could be an incompatibility. I'm using game version 1.4.1.
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[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
ItCameFromDuna replied to Dunbaratu's topic in KSP1 Mod Releases
Cool! Thanks.- 1,361 replies
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- autopilot
- programming
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