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Everything posted by MechBFP
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I have had this happen once myself, but only once. When it happens you can’t press alt+f12 to get the debug menu. In my case I was stuck in map mode, and I could still click on stuff, and press tilde on the keyboard to switch planets, but pressing m would not exit map view, and escape would not bring up the main menu either. I had to force kill the game. When it loaded the save it was before I had time warped and made the manevour burn, so the persistent file never got updated between the time it last saved and the game frosted up.
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Life isn’t fair.
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I would recommend setting up a crontab task to just auto restart the server once a month. I would normally just say to restart Apache, but from the Apache servers I manage it is almost always Java crapping out, and sometimes it won’t even shutdown properly requiring a process kill. Hence the nuclear option is more reliable.
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- totm july 2019
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Kerbal Space Program DLC: “Breaking Gound” Grand Discussion Thread
MechBFP replied to UomoCapra's topic in KSP1 Discussion
Then why did you buy the game? -
That’s because right comes first in an if/else statement.
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[1.12.5] Restock - Revamping KSP's art (August 28)
MechBFP replied to Nertea's topic in KSP1 Mod Releases
Wow, I have to say I am really impressed with the texture choices in this. Very, very nice work everyone. -
With the robotics components you can make giant propellers and make an airship. Or are you meaning something in particular? Whatever it is still has to obey the laws of physics.
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The website is down. You’ll have to wait for it to be fixed.
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Download CKAN. It gives you a list of mods compatible with your version, and links to the webpages that explain what the mods do. You can then search at your leisure for something that piques your interest.
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As long as there is package deals & sales, then I don’t think there is one. The older the game gets, the cheaper that content will become via sales in order to keep capturing the consumer surplus.
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Not uncommon, but that wasn’t what you said. You said the “standard”, which is an outright fabrication. Anyway back to the point as you wish, there is nothing in the new DLC that is changing existing features. There are no placeable surface experiments in the base game, there are no robotic components in the base game. Just because you want to stretch the definition of the “features” into something that can literally fit anything into it does not make it a valid arguement.
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Free updates that fix bugs has certainly been standard. Adding new content has never been the standard, despite how much you might try to convince yourself otherwise.
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Yes, that’s how games work. That’s how the vast majority of games have worked for the past 30 to 40 years.
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Providing evidence is on the person making the statement (that it was planned). So feel free to provide it. How? Read my next paragraph in my previous post.
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Real life doesn’t work that way. There is nothing greedy about making a profit on a product you built. None of this was ‘planned’ for stock, and even if it was it still doesn’t matter. You know what IS greedy though? Getting 1000+ hours out of a game that a person might have got on a 50% off sale and still expecting more free stuff.
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Rovers with giant wheel bases can now actually fit in less than a 3.75 or 5m, fairing lol.
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Condensing science reports
MechBFP replied to Pthigrivi's topic in KSP1 Suggestions & Development Discussion
I agree with this. Doing it the first time around for the flavour text makes it okay, but after that it is just tedious clicking. In my opinion some science should HAVE to get processed by the mobile science lab to get anything from them, making them more useful than a somewhat cheaty free science printer. -
Certain links in posts cause the forums to crash on IOS devices
MechBFP replied to MechBFP's topic in Kerbal Network
I’ll see if I can remember and get back to you. It was a few months ago the last time I ran into it. @Vanamonde Well that was quicker then I expected lol. Page 60 of the CKAN thread. The later pages (61, 62, etc) work fine. -
Certain links in posts cause the forums to crash on IOS devices
MechBFP replied to MechBFP's topic in Kerbal Network
I have ran into a couple others before as well. Sounds like a forum software bug if that is the culprit. It’s also only the 4th page. Worked fine until somebody posted something after the merges already happened. -
If you have an IOS device, try going to the thread/page containing the post linked below and let me know if your browser crashes. I thought the problem was with embedded links, but the link embedded above works just fine as I am posting this on an IOS device. However if I try to look at page 4 of the thread linked above, both Safari and Chrome on my iPhone completely crash and refuse to load the webpage.
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Could be. Only Squad knows what percentage of that pie is actually consumable. Then again advertisements for the DLC might also attract net new players as well, which I think is actually one of the main objectives of this DLC. The more toys there are in the sandbox, the more likely someone is going to see something interesting and wade in.
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*assumptioning intensifies* Hopefully we don’t have to wait too long.
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Landing Legs and Critical Damping
MechBFP replied to MechBFP's topic in KSP1 Suggestions & Development Discussion
Fantastic stuff. I ran out of likes today but I wish I didn’t. @SQUAD *hint* *hint* -
So as everyone is well aware, landing legs don’t work properly. As far as I can tell, I believe the problem is that there is no automatic function built in to find the critical dampening point for each rocket, leading to either an over damped system, or much more commonly an under damped system leading to oscillations. The following website gives a quick overview of these concepts: http://hyperphysics.phy-astr.gsu.edu/hbase/oscda2.html Now solving these problems isn’t entirely difficult, but it does require somewhat complex derivative based math/equations. What I am wondering is if anyone (modders or Squad) has looked at solving this problem using the correct mathematical method? Perhaps it is too CPU to do such calculations on the fly, but it would be the ideal solution as long as the existing physics system didn’t have some wonkiness to it that prevented this from being implemented. Let me know your thoughts.