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Everything posted by Gargamel
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Hi David! Welcome to the forums. As James mentioned, We appreciate the attempt at a translation, but my translator messed it up too, so I'm not sure what you are trying to ask. If you'd like, you can try asking it with different wording, or try asking in our Portugese Sub forum: Bem vindo aos fóruns. Como James mencionou, Agradecemos a tentativa de tradução, mas meu tradutor também confundiu, então não tenho certeza do que você está tentando perguntar. Se você quiser, pode tentar perguntar com palavras diferentes, ou tente perguntar no nosso Sub Fórum Português: https://forum.kerbalspaceprogram.com/index.php?/forum/62-portuguese-português/
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Well, it's not working, I cleaned up a couple typos and such (but there may be another): @PART[*]:HAS[MODULE[ModuleScienceConverter]] { @MODULE[ModuleScienceConverter] { //How much science can we store before having to transmit? @scienceCap *= 4 // MPL = 500 } Doesn't seem to effect stock nor modded labs.
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Oh, and It has been pointed out to me, CFG's are available on the wiki: https://wiki.kerbalspaceprogram.com/wiki/Parts/Engine/rapierEngine/rapierEngine.cfg
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MODULE { name = ModuleGimbal gimbalTransformName = obj_gimbal gimbalRange = 3 } That is why you always make a backup of the original before messing with stuff.
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I might look into that for my next playthrough with the latest version, but I'm happy with the mod pack I'm running now.
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I was thinking that, but the I would have made the adjustments as needed. I really just needed the syntax spelled out for me. I will probably do both. And yeah, it might be a bit cheaty, but I've already maxed out the tech tree, so it's just something to do on the interplanetary missions, the rep farming.
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Can't advance tutorial ps4 please help
Gargamel replied to Shecky's topic in KSP1 Technical Support (Console)
Moved to Console Tech Support- 7 replies
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- ps4
- troubleshooting
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(and 2 more)
Tagged with:
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What ya'll prefer, casual ksp, or realistic ksp.
Gargamel replied to JERONIMO's topic in KSP1 Discussion
Maybe I'm just biased since I've been playing since .17, but the differences between the last few updates have been pretty minimal. If anything, the game has gotten more casual over time, as features have been added that make it easier to play. -
[1.8] EnvironmentalVisualEnhancements [1.8.0-2]
Gargamel replied to Waz's topic in KSP1 Mod Releases
It usually helps to read the last few pages of a thread first, to see if people have gotten an 'outdated' mod to work with the current version. Quite often, a mod will work with a later release than is indicated by the OP in the mod thread. If it doesn't work for you, then you should ask how did others get it to work for them, and they will gladly help you out. The OP of the thread is not always updated by the mod maker with each new KSP release, particularly if they don't have to change anything for it to work with the new version. They produce these mods in their own time, and the community does their best to support them. -
While waiting for the response from the ones that officially maintain the forums, I will say the forums are powered by a commercial "off the shelf" forum engine, Invision (linked at the bottom of most pages). This is a commercial product they produce, and a lot of places use this software to run their forums. I would think that Invision would not have many buyers if it was known that their users' security was vulnerable.
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What ya'll prefer, casual ksp, or realistic ksp.
Gargamel replied to JERONIMO's topic in KSP1 Discussion
The rare move into KSP Discussion, as this is about the game, and not the network. -
Yeah, that'll work. Thanks. (I don't play with the configs and such much )
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A little while ago we had a couple threads about how people hate frequently dropping out of warp to transmit data back to the KSC. Along with a number of suggestions, one of the solutions was to modify the amount of science that each lab can hold. Of course, I can't find the threads now. So, a request, I'd like a MM patch that takes every lab I have, and quadruples the amount of science it can hold. I think I can figure out how to manually set the value for this (in a MM patch) for each lab, but I'd like one to just apply the multiplier regardless of where the lab came from. Thanks in advance.
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There are quiet a few mods out there that handle this already, which might sate your appetite until this becomes stock (if ever?).
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Input lock KSP 1.7 modded
Gargamel replied to sunhill's topic in KSP1 Technical Support (PC, modded installs)
Just be careful. One of them will bring up the cheat menu, the other formats the hard drive. I forget which is which. (kidding) -
Running out of air in spacesuit vs removing helmet
Gargamel replied to SRB's topic in Science & Spaceflight
That it does. Hypoxia will induce some panic as I mentioned (poorly), but hypercapnia will allow you to fall into stupor and then drift away, with some hyperventilation before hand. It depends on the exact mechanics of the suit, will the scrubbers get rid of the Co2 and the O2 fail, or will the Co2 buildup first? If the Co2 builds up first, I'd say there is a design flaw in the suit, as all the extra O2 pumped into your suit would not make a difference. But the OP said O2 will run out, so... Either way, I'm not intentionally taking the dang helmet off. That's gonna hurt. Panic might drive me there though. -
Running out of air in spacesuit vs removing helmet
Gargamel replied to SRB's topic in Science & Spaceflight
Yeah, at this point, I really don't care if it's barotrauma or frostbite, I really want to go peacefully, not in pain. Reminds me of a joke: When I die, I want to die peacefully in my sleep, just like my grandfather. Not screaming, like everybody else in the car. -
Running out of air in spacesuit vs removing helmet
Gargamel replied to SRB's topic in Science & Spaceflight
The evaporation/sublimation of the moisture in your eyes, cavities, and skin will feel like frostbite. A piercing coldness. But yea, the affects of frostbite are at the end of the list of severe problems at the time, But for choices of how to go, painfully cold is not on my preferred list. -
Running out of air in spacesuit vs removing helmet
Gargamel replied to SRB's topic in Science & Spaceflight
Well, hypoxia is a fairly mundane way to die. You just kind of 'shut down'. There would be some panic as you know you are going to die and the stress involved with that. Or we could open our helmet and add explosive decompression injuries along with some frostbite to the hypoxia.... -
Engine shuts off when grabbing?
Gargamel replied to Gridfinned's topic in KSP1 Gameplay Questions and Tutorials
Some pics and a description/mod list of where the custom hinges come from would help. -
Ok, the camera work at 1:50ish where it pulls back through the window, rotates on the widow, locks onto the Kerbal, finishes the rotation and then pulls back through another window is pretty dang epic. But that said, some of the pans and zooms on static objects were getting a bit... gratuitous. I did enjoy this though, well done.
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Input lock KSP 1.7 modded
Gargamel replied to sunhill's topic in KSP1 Technical Support (PC, modded installs)
I forget the exact combination, but it's shift-alt-F12 or Ctrl-alt-F12 or Fn-alt-f12 will bypass the nvidea controls.... -
Might want to explain that in the OP, as it only took us 4 weeks to figure out what this thread is for. As such, moving to Fan Works as your not discussing mods per se, but a mod list for a fan work.