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Gargamel

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Everything posted by Gargamel

  1. It's a hard thing to respond to. First off, as players/users, the vast majority of us are not familiar with exactly how a console would natively implement K&M into a game. So you're not going to get a lot of suggestions from the user base. And since the console version isn't moddable, you won't get any help from that crew of players either, since they want to help out, but can't. Secondly, This falls into unsteady ground for Squad (et al) to address. It will end up putting them in one of three positions. All of them are bad. Squad announces K&M support for the console version, release date unknown. The lack of a concrete date upsets a lot of people. Squads announces their intentions to never support K&M. This also upsets a lot of people. Squads announces they will support it, but fails. This upsets even more people. Now, as you can see, anything they do say about it will lead to some people getting angry. It is usually best in these types of scenarios for them to stay quiet on a subject until they can guarantee it will be in the next update, that's the way to upset the fewest number of people. It might seem that scenario #1 would be a good option, just to appease the masses, but if for some reason, they can't do it (technically, logistically, or contractually), then they are in #3, and a lot of people would be very angry. The devs do read these forums. They do listen. But they cannot respond without getting hopes up about something that might never happen.
  2. I'm going to bump this over to add-on discussion, as it will involve modding the game in some form.
  3. Quite abrupt and jarring to be honest. Once I sent the I accept Email, I figured it would take some time, hours to days before I was allowed in. Took like 3 minutes. I refreshed to forums to look around, and all this new shiny stuff appeared. So I started pushing buttons. I apologize for that minor outage in January.
  4. There was no advisement. Those are my personal observations.
  5. I would start in the tech support section, post the scenario again, and then add some logs. We'll see if we can diagnose it from there. If not, it may need a bug tracker.
  6. You are absolutely right they did. It is my error in forgetting that. But we would like the discussion to continue on the other thread if possible. While responding to UomoCapra's post is fine, We don't want to detract from the overall point of this thread, which is the 1.7 release. As long as it doesn't get out of hand, we won't get too upset.
  7. It shows it for me. Under "your orders", there should be a Download button. From there you can find the list of versions available to you. 1.7 Should be on it. If it's not, there might be a glitch associated with it being a gift purchase. But I'm just guessing there.
  8. Ahhh. but this is when you could stack control surfaces on the back edge of wings, and then flap them quickly by making quick up and down movements. They created lift and thrust, and you could somewhat reasonably make a plane out of almost nothing. There was also the great Noob mistake. Thinking that water was easier to land on than land. That stuff was hard.
  9. Where did you buy it from @Joe Calton, since it was a gift, I might assume steam. If so, it should self update shortly. If it's through the website, you can go to your account, and find the download links from there. As for getting into a polar orbit with MJ, you can just set your target inclination to 90 degrees prelaunch, and then it will head north for you, and circularize as needed.
  10. Nice work guys, I'm very impressed with the direction KSP has taken of late. Keep it up. On a moderation side note folks, I see a lot of discussion about the Mun Launch site, which currently only on the Console version. This feature is not available in the 1.7 PC version, which this thread is dedicated to. We have a very robust discussion about the Mun Launch Site in this thread, please direct your comments about it there. Future discussion here will most likely be merged into it.
  11. The best place to search for mods is not Curse. A very low percentage of the total mods are hosted on Curse (compared to other hosting sites). The easiest way to search mods is the list in Ckan I've found, then SpaceDock has a decent search system, and then I'll use google to search the mod release sub forum if I have to.
  12. A drag and drop method of reordering the action groups would be kinda cool. Some craft I do plan on a bunch of AG's, and when making them, I might forget to put one in, and then my intended order of operations is now all out of whack. I'm not even sure if AGX has this capability though. Might be a cool thing for it to handle..... This is handled very easily by the AGX mod. You can open a window that lists groups 1-99, and you can then click on the group you intended. You can't activate 11-99 from the keyboard directly, like you mentioned, but if your craft requires that many action groups on demand to function, it is no longer a spacecraft, it's a piano. But it's nice when you can say "Ok, we've reached 'point A' in our flight plan, I now need 'X Y & Z' to happen, so I'll just click this one button". Action groups 1-10 are great for things that have to happen while you're busy, and repeatedly. I like to make a bunch of action groups in the teens that trigger when certain conditions are met (EC falling too low for example), they're AG's I'll not need to do manually, but I can access them if I have to.
  13. Yes it would. My speed pad has an editor program, where I can have a single key press execute a macro. I had it set so the 3 key on would emulate a w key being held down. Not the same as repeatedly sending the W key, but close enough. I was having Jeb hike over some hills to reach a monolith or something, and the rover I landed "near" it on Kerbin died on landing, and so Jeb was off for a 20k walk or so. Downside was, I still couldn't tab over to another window to do something else, cause everything was covered in W's rather wuickly (that's a typo I'm leaving cause it's so awesome). So I went to dinner instead. Yes, having something like Alt-W keep the kerbal walking until another command is given would be really nice in stock.
  14. Ok... now you all may begin hyping. Officially.
  15. I would bet it's been posted a few times in the past, but the mod has gone through a few overhauls in the (many) years it's been out, so those stats (if you find them) might not be current. But if you download the mod, the data you are looking for can be found in the parts files themselves. But if you want a preview of the mod, which would include pictures, check the mod release thread.
  16. That was the first thing I noticed. It's great to have the data available out of game when needed, but I'm really not in the mood to flip through every page in a pdf looking for a single topic.
  17. Thank @Mad Rocket Scientist, they came up with it. I just happened to recall seeing it not too long ago.
  18. Asked not too long ago, but buried in the thread, try this:
  19. The KAS mod has some anchors and harpoons that might fit your needs.
  20. Moved to Gameplay Q's. (I'd answer you, but I know I'm wrong, and I don't want to look any more foolish than I already do)
  21. Gargamel

    Primes

    You ...... You..... You..... I was tying to get that with 3001 or something..... grrrrrr.... 3583
  22. You are unique, just like everybody else.
  23. I think we're closer to what we intended originally, might not be perfect, but it's better than it was last month. I don't see it changing soon unless something horrible is found.
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