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Everything posted by Gargamel
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Orbital Production
Gargamel replied to Ksp Slingshooter's topic in KSP1 Suggestions & Development Discussion
That is for consoles only. It was a “gift” given to consoles, as their updates are far behind the Pc versions, and we have mods that already do what you are suggesting. Which isn’t to say it shouldn’t be in stock. It’s a fine idea, and because we can’t be sure when KSP2 will come out, I’d be happy to see it in 1. -
I would think that unless you had thousands of flags, it wouldn't be a problem, but I'm not entirely sure on how the game would store them. I would also guess that since your getting into save file size issues, your HDD would have to be full. Can you post a screen shot of the exact error message you received?
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ABANDONED KVE I Kerbal Visual Enhancements Release1.2 released
Gargamel replied to Musker Busker's topic in KSP1 Mod Releases
Thanks! -
ABANDONED KVE I Kerbal Visual Enhancements Release1.2 released
Gargamel replied to Musker Busker's topic in KSP1 Mod Releases
Welcome to the forums @Musker Busker. Your post has been moved to Add-on Releases. Did you intend to somehow quote your own post? And to comply with our add-on posting rules, you need to select an appropriate license and include it on the OP of this thread and in the download package. A link to any uncompiled source code you might have used is also required. Thanks! -
I look forward to reading their posts!
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How To Transfer To Another Planet?
Gargamel replied to Popestar's topic in KSP1 Gameplay Questions and Tutorials
It is helpful, if you can do a Mun to Minmus direct, then you can do a Kerbin to [any other planet]. It's the same thing. It's two bodies orbiting a larger parent object, and you are trying to transfer between them directly without entering a non-encountering orbit around the parent body. The only real difference is the time scale, and of course a bit more dV. A Mun to Minmus takes ~18 days or so, while a Kerbin to Duna takes a few months? I forget. If you look in the tutorials section of the forums, you will find a number of them on how to setup a interplanetary transfer manually. The transfer window planners tutorials should include some instructions on how to use them. Perhaps you could link them so we could explain them better? As for mechjeb, it's very quite simple. Pick your target, then open the interplanetary window in the maneuver planner (I believe that's the tab it's under). Pick the Porkchop simulation, and let it calculate the windows. Looking at the graph, click on the location that selects the optimum dV and departure/arrival times for your mission. And then press execute. Same way you would do a mechjeb Mun to Minmus transfer. -
Re-target my own vessel?
Gargamel replied to Hyomoto's topic in KSP1 Gameplay Questions and Tutorials
I always refer to it as the tilde key, as it's the only key with anything resembling a ~, and there a couple keys with ` like things on them. Especially after I sneeze on the keyboard. -
Re-target my own vessel?
Gargamel replied to Hyomoto's topic in KSP1 Gameplay Questions and Tutorials
Wooohoo! Snacks! -
Re-target my own vessel?
Gargamel replied to Hyomoto's topic in KSP1 Gameplay Questions and Tutorials
Well, @Hyomoto, I have good news for you, I think. The ~ key will return focus to your craft after using tab to view various bodies. (I'm using a modded install, but I believe that's a stock command). EDIT: Ehh... I'm only 80% sure it's stock, if it's not it might be Kerbal Alarm Clock that does it? -
Purchase question.
Gargamel replied to Brainiac515's topic in KSP1 Technical Support (PC, unmodded installs)
Thank you for addressing your concern. In order to find a resolution to your concern we would ask that you send an email to support@kerbalspaceprogram.com -
JNSQ Parallax settings - Bumpy roads up ahead [Version 1.0 ]
Gargamel replied to SirBlob's topic in KSP1 Mod Development
Hey @SirBlob, you'll need to include a license in the OP of this thread and in the downloadable package. Thanks! -
[1.8.1] Far Future Technologies RP1 configs
Gargamel replied to MLGPinecone's topic in KSP1 Mod Releases
There needs to be a license in the OP of the thread, and in the downloadable package itself. (And obviously they should be the same license ) Plus, a link to the uncompiled source code of the mod. -
[1.8.1] Far Future Technologies RP1 configs
Gargamel replied to MLGPinecone's topic in KSP1 Mod Releases
Yeah, it can be complicated with all the legal hoops to jump through. Thanks for doing that. -
Sure!
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That would be SQUAD itself. They own and created the forums. They also set the rules. Seeing as it's run by a set of professionals who deal with social media, and their careers depend on their behavior.... I don't see it ever happening.
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That..... that seems like a good idea. I live in a rural area, and I recently got rid of Hughesnet (BLECH!) for a landline, but the starlink numbers are far batter for a lower price it seems. As my house is already starting to look like an NSA listening post, I don't want to add another dish, I'll probably mount the starlink receiver on the hughes mount. Since I'm already building a custom mount, making one icicle proof would be a good idea. I'll have to look into this.
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wut?
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Guys, again, if you're working on a mod, please start a WIP thread in the Add-on Development sub forum. A lot of people enjoy seeing the progress being made on new mods, and not a lot of people visit this thread, so they'll miss out.
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They're pretty much a daily thing, but we do a decent job of fending them off I think. If I tell you, then I'll have to ban you.
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Nope. We're not having this argument again. This never leads to anything pleasant. Each platform has it's benefits and draw backs, that's why they exist to start with, to fill niches. Getting into this discussion just ends with name calling and finger pointing, and that's not what we're about here.
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We don't delete accounts. Ever. Only by user request, as per GDPR law, will an account be deleted.
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I use the KSP store version, and I really think they need to get rid of the launcher all together. It serves no purpose, aside from confusing newer players as how to correctly start the game. Running it directly from the .exe works every time, and I don't have to worry about yet another app trying to connect to the internet. As mentioned CKAN works great for mods, I don't think anything the devs release on a schedule and budget would come close to the efficiency that CKAN provides. Yeah it's a bit overwhelming and has lots of options at first, but that's cause it was built by engineers and software guys who wanted it that way for good reasons. And yes, updating from the store can be a chore at times, but I've done it on metered throttled high HIGH latency connections, and I just knew I had to plan ahead. As in, not getting the latest release as soon as it drops, and waiting for inevitable 1.x.1 version to drop before going after it. And getting the latest version means most of my saves won't transfer since the mods haven't updated yet, so I prefer to sit on a stable modded build for a long time before updating.