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Everything posted by dyson
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I like the idea - how about that you could spawn vehicles at flag-positions? A additional constraint could be that the flag position had to be on "Kerbal Space Center" (not "Administration building" or "Grasslands"). With this everybody could (once) define his/her spawning positions for him/herself.
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That has solved the problem! Thank you very much sal_vager! And only because I finally managed to mark my KSC with a flag to find it easily... Is this worth a bug report or already a known issue? Because it can really cripple a save-file and nothing indicates that using ">" or "<" can lead to such problems. In retrospect it is kind of clear when the file is somhow XML-formatted, nevertheless should the GUI prevent such things. -- edit: How can I mark this thread as solved?? -- edit2: Some kind moderator has already done the work! Thank you too!
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Hello, sorry for the delay - I had no more time yesterday. The link to the save directory https://www.dropbox.com/sh/tubvxaqnxelbr4k/AABM0Ug0MRU6u62rMd3u95hua?dl=0 The link to the KSP.log (is there any more?) https://www.dropbox.com/s/nqqm8ld2b730exp/KSP.log?dl=0 I deleted the old log and made a new one - I only did the folllowing things: - Start game - Load savegame - Open VAB - Go back to KSC - Click on Science building Then the game hung again (and the only thing I could do was to go to the main menu back). My game Version is 1.02 - Linux 64 bit. Thanks again.
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Hello, I have a Career-game that is running for some time. When I tried to exchange some fresh science the whole KSC-scene gets unresponsive and I had to kill the game (that has already worked a couple of times). When I start the game again I can go to the save, even enter some buildings (I tried the VAB and the tracking station) but as soon as I want to enter the science building the game hangs. Now I even can go back to the main menu and exit the game. Going back to main menu and starting the save again directly does not work, I have to exit the whole game. Any ideas what happened and how to solve it (ah - its Xubuntu 64bit btw). Thanks in advance, Dyson
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I'm pretty sure you have to go there first - otherwise RoverDude's assumption that it would need 2 months to find them would be quite strange.
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Is this still an open question? Mhmm - my best bet(s) would be: - Some kind of quick reference of the keys or - Something like "Tip of the day" or - A help button with tips for each situation or - A "tie-in" of the KSP-wiki. All of them would be possible in a few coding-hours (especially for the head-developer) and would help EXTREMELY for new players (heck, I also always have to look up some of the keys)... -- edit -- Oh, and a user manual of some kind is clearly missing!
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Hi, shouldn't it be "bada55" - also totally valid HEX
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Hello everybody. I also tried to solve Slashy's riddle. My small input is: It does not help to substitute the Hex-Codes with the help of the ASCII-Table, because "AA" would already fall into "Extended ASCII" and therefore a little useless (because not standardized). If we assume the answer is "FIVE" or "Five" or "five" only 4 letters are needed! That would make: 0x5566AA = f/F 0x5566DB = i/I 0x4AA9AA = v/V 0x955955 = e/E But how and why?
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Jeb does not gain XP...
dyson replied to dyson's topic in KSP1 Technical Support (PC, unmodded installs)
Ok - that seems plausible. Thought being out of atmosphere should be enough. Thanks Ziff, I'll mark this thread as solved. -
Hi there, I just started with a new career in 0.90 (Linux). 1st Mission, 2 Contracts, Jeb piloting: Successfully launched a missile + set the 5000m record. Ship + Jeb recovered --> Jeb got XP (his log updated). 2nd Mission, 2 Contracts, Jeb piloting: 11000m record + left atmosphere. Ship + Jeb recovered near Space Center. --> Jeb did not get XP (his log unchanged). 3rd Mission, 2 Contract (ORBIT, part testing): Orbit failed (but left atmo), part testing successful, Ship + Jeb recovered. --> Jeb did not get any XP (his log unchanged). Ok, I do not understand - I thought we should send the Kerbals at places they had not been. "Out of atmosphere" is IMHO one of them. Did I understand something wrong or is it a Bug?
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Transfer craft-designs between saves (in game)
dyson replied to dyson's topic in KSP1 Suggestions & Development Discussion
That is a great idea how my suggestion could be included. There would only be a checking subroutine needed if all used parts are already unlocked. Should not be too complicated and extremely helpful. -
Hi everyone, I often see the question/suggestion that some "internal simulation" feature would be nice. Even more often the answer is: "A simulation inside a simulation (game) is somehow stupid...". Well, both points are valid, but most people forget: we have an internal testing-site: SANDBOX-mode. I often use it for such testing purposes. Today it occured to me: Why can't I transfer my designs from one save to the other - IN GAME? I know it is possible to fiddle in the directories and copy'n'paste a design from save A to B - but it would be better if that was possible inside the game - maybe with an additional check if the necessary parts are already unlocked (if transferring to a career-file). And in addition to that maybe a "quick save game changer"-feature to switch between two specific save-games (in my example a career and a sandbox-file) I hope I made my point clear, it is just a small suggestion for making a perfect game even more perfect (if that is possible).
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The Linux compatibility thread!
dyson replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
Hi sal_vager, thank you very much for the support - that did the trick. Everything looks good now (I did not fly but only looked if my problems were gone - so maybe I'll be back later). The strange thing: I even tried to chmod 755 every file in every subfolder (I already had the feeling that it could be a permission problem). Can you tell me were the difference to "LC_ALL=C" is? -
The Linux compatibility thread!
dyson replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
First: Thanks for the Linux-Version but is it me or does it always have the stranges bugs? I encountered some strange problems in (KSP 0.24 / x86_64 / Xubuntu 14.04): - I can not load saves (even new ones do not appear again) - I do not see the green connection nodes in VAB and most strange - If I take on one contract it disapears and I can take it on again (and I even get the funds)... Any ideas? -
Jeb finally found the flag between his fresh underpants - so he planted it on his first Solo-Mission to Minmus in V20.2.
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Just feel free to use it if you like it - only if you post pics in the board I would appreciate if you could mention that I made it...
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Great that it inspires you. It took me long to come up with it although it looks so simple.
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I finally can give you the flag of: EAEA - Eclipse AEronautic Agency Every mission will get some kind of mission-name that will be added to the flag. But that is the base-image.
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Thanks for the kind words - in fact you can use it also for rockets. In the VAB you only have to drag the capsule to the very first stage that gets activated and everything is fine. I already landed on the moon with that altimeter. I have to say it is an incredible improvement to the normal altimeter - it was just some meters off as I think the capsule's position is taken into account. But an error of some meters is much better than thousands.
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Thank you very much, I found it now. One small issue with the article on tools: I additional had to change my compile-settings (I use MonoDevelop) from "Executable" to "Library" before it worked. That may be clear for the professionals, but maybe not for the newbies. I have already improved the RadarAltimeter to even show the right altitude above water - and now its even better than before. If anybody of the others wants to try that out - here is the improved code for the OnUpdate-method. public override void OnUpdate(){ if (!state.Equals(StartState.Editor)){ if(this.vessel.heightFromTerrain != -1) { RadAltWindow.setHeightAboveTerrain(this.vessel.heightFromTerrain); } else { RadAltWindow.setHeightAboveTerrain((float) this.vessel.altitude); } } } Thanks for the tutorial and the Journal in general!
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May I ask again where the mentioned files can be found?
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Hi there - I really like the Journal and even tried to follow the simple "how to" you provied. But I'm somehow stuck, because in the article you write: But I somehow can not find the mentioned file. Maybe you could somehow provide the whole source-code?
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Thank you Capt'n Skunky for the clarification. In the meantime my post was reviewed. Thank you forum-team (and Squad).
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I really like the game and registered here a few days ago, after several successful missions (Mun, Minmus, Orbit). Now I wanted to dedicate my first post for the "In Memory of Neil"-Challenge, but somehow I'm not allow to do that. Nevertheless - here I am and I hope this awesome game get better and better.