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Everything posted by Tex_NL
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Third time in ten minutes. This is NOT TRUE!
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What's causing my KSP to crash?
Tex_NL replied to Tortoise's topic in KSP1 Technical Support (PC, modded installs)
Since you obviously have absolutely no idea what you're talking about; why do you even reply? (This is the second time in ten minutes you spew the same crap.) The ONLY thing correct in you reply is that KSP has memory issues. But it has NOTHING to do with your total amount of RAM installed. KSP is 32bits and simply can not use any RAM over 3.8GB no matter how much you have installed. 256GB RAM won't help. What does help is patiently waiting for KSP 1.1 as that is promised to be 64bits. 64bits is still not a holy grail but it will help. -
@XpertKerbalKSP KWRocketry might be what you're looking for. KWR adds a wide variety of tanks fairings and engines.
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Use command seats. Seated Kerbals also count when it comes to lifting/moving parts. And through the inventory screen they can still (un)equip tools and attach/detach parts. Or use KAS cables as tethers and keep them within range.
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How's my gravity turn? What's the best?
Tex_NL replied to SlabGizor117's topic in KSP1 Gameplay Questions and Tutorials
Too shallow? No way! TOO STEEP! I usually let MechJeb handle most launches but when going manually I use the following rule of thumb: The atmosphere gauge at the top centre of your screen has four colours: black, dark blue, blue and light blue. When the needle passes from light blue to blue you should be at roughly 60 degrees. From blue to dark blue at 30 degrees. And from dark blue to black at 0 degrees. Coast to Ap and circularize. -
Never played WoW. Paladins date back to the 8th century. They are way older than ANY computer game. But I do admit I know RPG's often display them as warrior priests. Combining lvl 80 and warrior priest there is only one logical conclusion. But if you don't know what something is. Google is your friend. Just Google it and 99.99% of the time you get the answer. I won't say there are 'dumb' questions but there are obvious answers. Why would you risk people thinking less of you when the answers are so easy to get.
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Really? Or are you just trolling? Paladin
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Cannot revert flight and others:(
Tex_NL replied to hanhan658's topic in KSP1 Technical Support (PC, modded installs)
You can ONLY revert a flight as long as you have stayed with your ship all the way from launch. If you have changed scenes or have loaded a savegame revert will no longer be possible. -
Make the "Get Mods" button redirect you to the Addon Releases subforum.
Tex_NL replied to a topic in Kerbal Network
Searching for anything on any part of the forum is and has always been a disaster. You really want to send n00bs that have no idea what they are looking for into that maze? If you plan to send them to a complete, clear and comprehensive list you've got my vote. But currently the forum is NOT that place. -
How To Add More Ram (64 Bit)
Tex_NL replied to dewkiller72's topic in KSP1 Technical Support (PC, unmodded installs)
Even if you had a petabyte of RAM it would not speed up your game for two simple reasons. As others have said; physics. If your CPU has trouble keeping up more memory won't help. (And as long as KSP physics is single threaded even a better CPU barely helps.) Most importantly, on Win and Mac KSP is 32bit. It can NEVER use more than 3.8GB RAM no matter how much you have installed. All you can do to speed up your game and reduce crashes is lower settings, loose mods and/or wait for KSP 1.1. If SQUAD delivers what was promised KSP 1.1 will be 64bit and physics multi threaded. Everything should improve a great deal but there are no guarantees. -
Meerkats are cool but not very impressive without the rest of the family. And Honey badgers are indeed badass but they're so ugly. If you want truly baddass it has to be the Stoat. Less than half a kilogram of furry cuteness capable of taking down rabbits ten times it's own size.
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0.18 is late 2012 IIRC. That's also when I started playing. Edit: Just checked the version history on the KSP wiki. 0.18 is indeed dec 2012
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Mk3 6 seater broken
Tex_NL replied to davidy12's topic in KSP1 Technical Support (PC, modded installs)
Deleted all the double slashes and edited the cockpit to seat 6 but no dice. Yes, the cockpit now 'seats' 6 but the additional 2 do not show up. They do not have portraits and can not be accessed through IVA. -
Mk3 6 seater broken
Tex_NL replied to davidy12's topic in KSP1 Technical Support (PC, modded installs)
Care to share? You say you made it work. Others might be interested in how you did it. -
Inclination change in Kerbol's SOI
Tex_NL replied to Plain_Crazy's topic in KSP1 Gameplay Questions and Tutorials
If it saves you 5000 m/s dV by spending a few 100m/s to swing by Jool or Eve then it's definitely worth it. Leaving Kerbins SOI from a polar orbit in order to get into a Sun polar orbit is hardly worth it. It could possible even cost you more.- 7 replies
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I recently rescued a Stalyn Kerman. (Y instead of I) Does that make her an evil dictator?
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Inclination change in Kerbol's SOI
Tex_NL replied to Plain_Crazy's topic in KSP1 Gameplay Questions and Tutorials
You are correct inclination changes should be done if possible at or near Ap. Or more correctly at the point where you move slowest. If your Pe is also very high it does not really matter. Inclination changes can be VERY expensive but there is a way to make it a bit cheaper. First you raise your Ap relatively high and perform your inclination change there, Then lower your Ap again. This may look expensive and cumbersome but the combined cost of raising and lowering your Ap is worth the reduced cost in the plane change. But the cheapest option by far is to launch into, or very close to the correct inclination. Before launch switch to the map screen and double click Kerbin to make it your point of focus. Rotate the map to line up the contract AN, DN and Kerbin. Time warp to line up KSC with the contract AN/DN and launch either north or south depending on the contract parameters. (Make VERY sure you end up orbiting in the correct direction!) Now you're at or near the correct inclination for only a fraction more dV than a launch into an equatorial orbit. Edit: Ignore the third part of my suggestion. I slightly misread your post and assumed a Kerbin polar orbit. I have to agree with @Geschosskopf, an assist from Jool or another heavy body would make a plane change a lot cheaper.- 7 replies
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[0.21.1] Flag Decals and Flagpole [New File Structure]
Tex_NL replied to StarVision's topic in KSP1 Mod Releases
Do you mean the link in the OP? If yes you might want to check that date on that post. Last update: Augustus 2013! It links to the old spaceport.com, the precursor to curse. Any link that is that old is pretty much guaranteed to be abandoned. -
It's not the level2 VAB that's limiting you. The VAB/SPH levels only restrict part count and actiongroups. What is limiting your weight to 18 ton is the level 1 launchpad.
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There are still a few bugs in the contract system. Sometimes a contract still won't complete even though all criteria are met. If that happens leave the craft and contract be for the moment. Quicksave and shut down the game. Restart and return to your misbehaving craft. With a little luck now it will complete.