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KSP2 Release Notes
Everything posted by steve_v
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I am running an ancient version of KSP
steve_v replied to Ncog Nito's topic in KSP1 Technical Support (PC, unmodded installs)
It should give you some indication in the launcher... but that only started happening very recently. You won't have it in 1.0, as that still has the old patcher / updater and it's broken now. KSP had a real updater, but it seems nobody can be bothered maintaining it... so the answer, as of the current version, is no.* In the same place you initially found KSP - the store if you bought direct, GOG if you bought from them. I doubt there will be a 1.0 -> 1.2.2 patch, so you will probably have to download the whole thing and reinstall. If you're on MacOS or GNU/Linux there are no patches at all. *I still think this situation is incredibly lame, and in case it's not obvious, I'm not happy with it at all. Particularly as there are patches for Winblows only. Lazy. -
Damn, that's pretty cool. I've been meaning to build something like that for ages.
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Well, my dual X5460 box (16HDDs, 48GB FBDIMMS, no GPU) is pulling about 200W... it's never really idle, but it's not doing much either... Then again, that's old tech, and doubles as a space heater. My desktop (4960X, 32GB, GTX1070, 2 SSDs, 1 HDD) is as idle as one would expect for running this web browser and a few other bits and bobs, and my meter says 128W. (note: includes LCD) Both measured at the wall, with 80+ PSUs.
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Anyone for reviving the Buran as a mod?
steve_v replied to ZooNamedGames's topic in KSP1 Mods Discussions
Ahh well, I guess the time has come. http://forum.kerbalspaceprogram.com/index.php?/ignore/&id=10372 -
Anyone for reviving the Buran as a mod?
steve_v replied to ZooNamedGames's topic in KSP1 Mods Discussions
Seriously? Make it for me or I'll be sad? Good god man. If you don't want all the parts in the pack, don't install all the parts in the pack. Hell, rip it off and make a sub-mod, if you must have just a Buran, it's CC after all. -
How To Have Submarines Work Correctly On KSP.
steve_v replied to Julian.'s topic in KSP1 Suggestions & Development Discussion
Dude, if what you really want is to get banned, there are plenty of ways. On the other hand, if you have a more reasonable request, perhaps you could explain exactly what you would like to see? Is it just me, or is there a lot of crazy in here right now... -
Ultra-High-pressure hydrogen storage?
steve_v replied to MatterBeam's topic in Science & Spaceflight
Well, some guys recon you can make metallic hydrogen with diamond anvils, somewhere around 500Gpa. I'm waiting for some confirmation though. Good luck with a tank material for that kind of pressure... -
How To Have Submarines Work Correctly On KSP.
steve_v replied to Julian.'s topic in KSP1 Suggestions & Development Discussion
Cloning a part with ModuleManager is hardly "creating a mod", at least in my book. I have a bunch of patches like this already. Here you go, something like this should do it: //Ballast Tank +PART[Mk1FuselageStructural]:NEEDS[000_USITools] { @name = Mk1BallastTank @category = Utility @title = Basic ballast tank @description = This is totally not a repurposed fuselage section... it's a submarine part :P @mass = 1.0 @crashTolerance = 32 %maxPressure = 12000 RESOURCE { name = IntakeLqd amount = 0 maxAmount = 3000 } RESOURCE { name = Lead amount = 500 maxAmount = 500 isVisible = true } MODULE { name = ModuleBallast ResourceName = IntakeLqd } MODULE { name = ModuleFuelJettison } } I might even get around to testing it some time -
How To Have Submarines Work Correctly On KSP.
steve_v replied to Julian.'s topic in KSP1 Suggestions & Development Discussion
Perhaps not, but you can certainly install USITools and add ModuleBallast to something else, like a repurposed fuel tank. Just add a dash of ModuleManager and season to taste. -
I haven't touched pascal in nearly 20 years, and back then it was turbo on DOS... But your app (with a bit of help from sed) compiles and runs fine in freepascal / lazarus. Everything except the graphs I take it this is the "full graphics support" you refer to? I haven't poked too deeply into TAChart (I don't remember this thing... or GUIs at all for that matter), but it might be able to at least approximate that porkchop. Dunno if I'll find time to investigate further anytime soon, but I guess you could call this a heads up that it's not too far off cross-platform compatibility...
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How To Have Submarines Work Correctly On KSP.
steve_v replied to Julian.'s topic in KSP1 Suggestions & Development Discussion
You're still not being specific. Water physics work just fine. And What's With Capitalising Every Word, Anyway? The Grammar Police Will Get You. -
Excellent games, though rather buggy, IME. As for other platforms, nothing beats Perfect Dark on the N64
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Sounds like a worthy cause, but I really wish this kind of thing wasn't needed... I mean come on, who doesn't respect science and scientists? True, though it's easier than ever to distribute and perpetuate such misguided nonsense. I know plenty of people who would take the advice of a sports star, celebrity chef, or random guy on youtube over a qualified scientist. It's pretty sad just how many don't seem to value the contribution science has made to our society, without it we'd still be living in caves. Worse still, I know some of them. If this movement can bring some enlightenment to the uninformed masses, good on it. Assuming it's not just a con, of course.
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Really? Even my 2010 atom netbook is 64bit. Hell, my router is 64bit. The mind boggles. I'd still argue that 64bit should be the default, actual 32bit machines are an endangered species. If you have one, you're in the minority, and a separate download isn't a big deal anyway. Add a few more parts to KSP and 32bit will be a non-starter anyway, it's getting close to the limits as it is. And if you want to run texture-heavy mods, it's dead and decomposing.
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[1.2.x/1.3] MemGraph 1.1.0.3 - with Stutter Reduction
steve_v replied to Padishar's topic in KSP1 Mod Releases
It's in settings.cfg, try visible = false -
As I understand (and experienced) it, there were serious stability problems with 1.1.x x64 on any platform... And prior to tthat there was no 64bit version for Windows that wasn't a grubby unofficial hack and chock full of bugs. 1.2.2 x64 is quite stable on all platforms, there's no reason for Steam to download both.
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Indeed, what's the point of downloading both? Even on Windows, there's no point in downloading the 32bit version if you run a 64bit OS, it just makes for a bigger download. Then again, if you run Steam, you probably don't get the choice.
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"Why 64bit" leads to "why-not 64bit" which leads to "it's a dumb steam default", which leads to "steam is dumb in general". Elementary, my dear Watson.
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Hand them each a beer.. for *science*.
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How To Have Submarines Work Correctly On KSP.
steve_v replied to Julian.'s topic in KSP1 Suggestions & Development Discussion
Stock ballast tanks and electric propellers would be nice though, there's something very wrong with jet-engines on a submarine. -
Sure, I started in 1992 with Wolfenstein3D. I still play it from time to time. I've even started playing the new DooM release, now that the Denuvo DRM BS has been removed. Not into COD though, too full of hyper-competitive adolescent dirtbags and mall-ninjas.
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You are entirely correct. A 32bit OS (sans PAE) can see only 4GB - memory-mapped I/O etc, which works out to about 3.5GB. Most OSs also partition that space into e.g a 3GB/1GB application/kernel split, so apps on a 32bit OS get a 3GB address space. The "large address aware" flag on windows can modify that split, but you're still bound by the 3.5GB limit. You can totally do that without Steam (at least on GNU/Linux). That's how I can play KSP on my 1GHz netbook, or at work (internet connection, workload, time-of-day and boss-proximity permitting OFC).
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From the one short-lived period where I didn't have FAR installed, and therefore probably the only one suitable for this thread: Only ~300m/s in LKO, but it was designed for Laythe, so as long as it makes orbit... My current (modded) workhorse is a little bigger: This thing began life as a quick muck-around with M2X/M3X parts, and despite being both ugly and inefficient, it's capable of lifting anything that fits in the cargo bay - even when flown by a drunk chimpanzee. As such, it's somehow remained in service. 4KM/s + in LKO probably helps too. There's life support stuff and an inline clamp-o-tron hidden in the mk3 service bay up front.
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Nah, that's people who don't like KSP. A kerbal that doesn't like rockets is Provably A Wuss.