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KSP2 Release Notes
Everything posted by razark
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7+9+1=1617 Unless you don't think Kerbol counts as part of the Kerbol system.
- 6 replies
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- planets and moons
- kerbol
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So... They picked this version, didn't bother to find out how well it worked, and were unfortunate enough to have guessed wrong. And for some reason, they were unable to find out, test, and were forced to release anyway because... a large wedge of cheese held a gun to their heads? I shall rephrase: So Squad decided to release their game on what was known at the time they decided to release to be a buggy engine even though they had the ability to admit things were not working out as well as they had hoped? Or delaying release until problems are fixed is also a possibility.
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An idea...
razark replied to UnionPacific1983WP's topic in KSP1 Suggestions & Development Discussion
How is that a thing? If you're running an older version, you do so by your own free will and should expect no support. Besides, the fix for all those bugs in older versions? Newer versions. Support for that is built into the system already. -
Multi job title kerbals
razark replied to Buzz light fear's topic in KSP1 Suggestions & Development Discussion
I haven't seen any issues, but I've only briefly tested it in an earlier version. -
Multi job title kerbals
razark replied to Buzz light fear's topic in KSP1 Suggestions & Development Discussion
Standard disclaimers apply.* Navigate to <KSP>\GameData\Squad\Experience You'll find the file traits.cfg there. Open it with notepad or another text editor. Inside, you'll find stuff like: EXPERIENCE_TRAIT { name = Pilot title = Pilot desc = Pilots provide assistance in flying the vessel. EFFECT { name = AutopilotSkill } } EXPERIENCE_TRAIT { name = Engineer title = Engineer desc = Engineers are capable of repairing broken parts, if at all possible. EFFECT { name = RepairSkill } } You will see an EXPERIENCE_TRAIT block for each class, Pilot, Engineer, Scientist, Tourist. The fields inside are name: This is the internal identifier, meaning you won't see it. It needs to be unique. title: This is the text that appears in the game. It's what you see. desc: This is the text that appears in game to describe the class. EFFECT: These blocks assign the abilities that Kerbals have. The Scientist class has three of these blocks, two of which also contain level modifiers. In my file, I've defined a Test Pilot class as such: EXPERIENCE_TRAIT { name = TestPilot title = Test Pilot desc = Test Pilots are just awesome. EFFECT { name = AutopilotSkill } EFFECT { name = RepairSkill } } Notice it has the EFFECT sections from both the Pilot and Engineer classes. In game: Note: Some mods are installed here. *DISCLAIMER: Use with caution, always make backups, know what you're doing, make sure you've got the right file, standard text and data rates may apply, see a doctor if the condition does not improve or worsens. Warranty void if tamper-proof seal is broken, do not drive or operate heavy machinery while modding files, not for internal use, product will be hot after heating. Valid only at participating locations, some swelling may occur. One coupon per customer per visit. Offer void except where prohibited by law. Some drowsiness may result. Always discuss any changes with your doctor before reading disclaimers. -
Early '90s? When was the BSOD invented? The last time was a few years ago when I tracked it down to overheating. Moving the computer out from under the desk was enough to resolve it.
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Multi job title kerbals
razark replied to Buzz light fear's topic in KSP1 Suggestions & Development Discussion
It is (at least in previous versions). You can edit (I think) the traits.cfg file and create new "classes", like a Test Pilot that combines the abilities of the Pilot and Engineer classes. They'll even show up in the roster as possible candidates. I like the idea, but I think any multiclass Kerbals should be extremely rare and expensive, or possibly even limited to the original group. -
An idea...
razark replied to UnionPacific1983WP's topic in KSP1 Suggestions & Development Discussion
Technical issues, that's just the way it is, people should consider where they purchase the game from, etc. Pretty much the same list of reasons that get brought up whenever Steam Workshop or the pre-release come up. -
"MODDED - I'm on 1.1.2 and I'm not playing it in this state" Of course, there's not an option for "I got tired of waiting for mods to update (again), so I've only actually started KSP 1.1.2 maybe twice, and right now I'm playing something else for a while, so I'm not actually sure how well it's working for me. Anyway, I've got a C-47 on final to deal with right now.", so take my vote for what it's worth.
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What is best in KSP? To crash your rockets, to see them driven groundward, and to hear the lamentations of their pilots!
- 61 replies
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I read the book, so I was unable to enjoy the movie at all.
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Is it true that most KSP players never go interplanetary?
razark replied to KerikBalm's topic in KSP1 Discussion
The last time I went to Duna, it was a much shorter burn than that. Of course, I was using a Mainsail. -
It might be worth something to see it's ground track, what maneuvers it has performed, and a timeline of when it performed them.
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Wellington Yueh
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Alterations I want to make to the KSC
razark replied to ZooNamedGames's topic in KSP1 Suggestions & Development Discussion
Roleplaying having a rescue launch standing by, STS-3xx style. And cool screenshots. -
Alterations I want to make to the KSC
razark replied to ZooNamedGames's topic in KSP1 Suggestions & Development Discussion
I'd like to see the perpendicular runway, and an option to start at any of the four ends of the runways. Taxiways and an apron/ramp area would also be good. I'd also love to see a large desert lakebed airfield. Miles of smooth, flat, hard ground for testing out aircraft or landing spaceplanes, with a few runways marked out, maybe a giant compass rose painted on the ground. -
What is your most usefull mod?
razark replied to Jeb-head-mug kerman's topic in KSP1 Mods Discussions
From -
What is your most usefull mod?
razark replied to Jeb-head-mug kerman's topic in KSP1 Mods Discussions
Most useful? ModuleManager Without it, most of the other mods won't work. -
[1.2.1] SimpleConstruction - Stock rocket building v3.3
razark replied to MatterBeam's topic in KSP1 Mod Releases
The icon exists at SimpleConstruction/Textures/icon_button, there's just something in the code that expects the other location. -
[1.2.1] SimpleConstruction - Stock rocket building v3.3
razark replied to MatterBeam's topic in KSP1 Mod Releases
I've got a minor issue with this mod. The toolbar icon shows up as a purple square. Anyone know the answer to this? Edit: Located the following in the log: [Toolbar] [ERROR] button texture not found: ExtraplanetaryLaunchpads/Textures/icon_button -
Female Veteran Kerbals
razark replied to WillThe84th's topic in KSP1 Suggestions & Development Discussion
That makes sense. Exactly that way we have humans and humisses. -
Is it true that most KSP players never go interplanetary?
razark replied to KerikBalm's topic in KSP1 Discussion
I've orbited Eve once. I've orbited Duna twice, and landed a probe on it. Everything else I've done has been within Kerbin Local Space, and I've been playing since 2012. I started with a rather low-end computer. It wasn't worth the trouble to me to go interplanetary. I also restart the save game every update, and I tend to drift in and out of playing, so I've never gotten far enough for interplanetary to make sense.