dlmarti
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KSP2 Release Notes
Everything posted by dlmarti
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Stacking Launch Stabilizers
dlmarti replied to Eddyisrich403's topic in KSP1 Suggestions & Development Discussion
Its a british thing, it means "now wasn't that easy". -
What we really need for planes now!!
dlmarti replied to nats's topic in KSP1 Suggestions & Development Discussion
I can agree with that, but I still wonder what everyone is doing with planes. I built my first on a couple days ago, flew it for 30 minutes, then went back to rockets. -
You can't revert the ship???
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What we really need for planes now!!
dlmarti replied to nats's topic in KSP1 Suggestions & Development Discussion
do not take this the wrong way, I really do not understand aero in ksp.... So lets say you get all of this. In fact lets say that ALL of the dev time for six months is spent on adding stuff to aero. Then what? What are you going to do with it? Fly around the terminal better? There is no place to go, no objective. With the rockets I can run missions, plan objectives, all sorts of stuff. I just do not understand why ANY effort is being put into aero. So clue me in, what are you guys doing with it? -
The Linux compatibility thread!
dlmarti replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
Not me, the only "crash" type things I see are the I-can't-click-on-anything bug. -
I have not been able to get a senior one stable under load. So I just use the normal ones.
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More Alpha (Beta) Testers Needed
dlmarti replied to Oddible's topic in KSP1 Suggestions & Development Discussion
As much as I know this thread is going to end badly, I will add my 2 pesos. This lastest release has confirmed what Oddible said. Either Squad does not have enough beta testers, or they had bad ones. The SAS bugs are so glaring it is ridiculous, even now I do not have a high confidence that Squad believes they are real. I think they were all testing the same type of crafts, and they were mostly using joysticks. Even now: 1. Reaction wheels ignore fine controls. 2. New SAS forgets heading slowly (see the aero problem). 3. New SAS has a dead spot around the desired vector, where it will not apply force (I assume to save SAS). 4. New SAS does not change its feedback parameters based on vehicle size/shape. Commence fan boy flaming in... 3 2 1 -
Vessel integrity in 0.21
dlmarti replied to Klingon Admiral's topic in KSP1 Gameplay Questions and Tutorials
That ship needs struts. -
Please work on lagg for the next update...
dlmarti replied to epsilonion's topic in KSP1 Suggestions & Development Discussion
I am not saying that KSP is optimized, not by a long shot, but others have space stations. Why is yours a problem?, if not for your machine? -
Anything more than a tiny probe, and you can forget about ion drives. I typically use them to put satellites in orbit around other planets.
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Please work on lagg for the next update...
dlmarti replied to epsilonion's topic in KSP1 Suggestions & Development Discussion
If its not one of those what else could it be? -
This I don't get at all. Not only does the new SAS not have a single feature that SmartASS does, it is not even as competent as the old ASAS. I really am beginning to wonder if you guys never leave the atmo.
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Problem with maneuver-points
dlmarti replied to Pupu's topic in KSP1 Gameplay Questions and Tutorials
Listen to Gesch, I make that mistake all the time. -
Your OS already should be caching the drive, ramdisk are bull**** dreams from 10 years ago. If your OS isn't caching the data from the drive, then its out of space to begin with.
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The Linux compatibility thread!
dlmarti replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
SV, you sure its not just a ram issue? -
Multicore support possible?
dlmarti replied to MacDuckenstein's topic in KSP1 Suggestions & Development Discussion
Just to clarify, EVERY program can use multiple cores. In fact the program cannot do otherwise, its an OS/task thing. Its multi-threading thats Unity's issue. Unity supposedly has limited support for multi-threading, but it is not in a section of code that KSP needs to be multi-threaded. What KSP needs is a multi-threaded Physics Engine. Unity DID make a multi-threaded physcis engine for PS4, but apparently it is not going to be put into the general release. Which most likely means that PS4 paid for the development. Unity still uses .NET/mono for christs sake. -
Can't right click docking port- is this a bug?
dlmarti replied to Tassyr's topic in KSP1 Gameplay Questions and Tutorials
I get proper targetting, but the distance is still incorrect (which [FLUFFY BUNNIES] me off to no end). I swear I do not think the devs have ever tried docking, or piloting without a joystick for that matter. -
Skip it, you are better of getting a solid state disk, or just accepting a slightly slower startup (and more ram available later). Ramdisks sort of became obsolete around 10 years ago.
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Can't right click docking port- is this a bug?
dlmarti replied to Tassyr's topic in KSP1 Gameplay Questions and Tutorials
Works for me, as long as I am about 100m away (more or less). -
Why would anyone think the game was an ALPHA build? "Still in development" does not mean ALPHA, heck it does not even mean BETA. This KSP is a release version, well past BETA, and ALPHA is so far in the past you can forget it. ALPHA code, means controlled releases to expectant customers, with no guarantee of future commitments. BETA code, means of gauging user acceptance.
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Adjustable ladders length.
dlmarti replied to El wonso's topic in KSP1 Suggestions & Development Discussion
Biggest issue I have with the ladders is they are too short to extend past a nuclear rocket.