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KSP2 Release Notes
Everything posted by UbioZur
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Steam KSP is exactly the same as the non steam version as Skunky said, you can just copy the all folder somewhere else and play from it, you only really need steam to download and update it if you buy it from steam.
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You do know that steam offer you an option to not automatically update any game? In fact any software I know of always offer the choice to automatically update or not. And you can also revert to the previous version on steam for KSP.
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Can someone help me please :)
UbioZur replied to Gizmo333's topic in KSP1 Gameplay Questions and Tutorials
Moved to a more appropriate forum. You need to turn off the jet before they run out of air (unless you have just one center jet, and the flameout wont make you spin). 1) Nearly out of air 2) turn on Rocket engine 3) turn off jet (just after, you can try to push your luck and hope that the speed will get you more air, but it's better to turn it off and point up to get out of the atmosphere for most jet) Make sure you use action group to toogle the engines. Welcome to the forum. -
Tout ce qui est bon viens de France J'ai pas trop mis d'update dernièrement, car faire le mod in game, prend beaucoup de temps (que je n'ai pas trop avec le travail). Mais j'y avance tranquillement.
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Part coordinates in the editor
UbioZur replied to AncientGammoner's topic in KSP1 C# Plugin Development Help and Support
Part.transform.position is the position relative to the world Part.transform.local position is the position relative to the parent part. -
Remotetech will add you some nice challenge to the game. It's a satellite communication network mod. basically you can't control unmanned rockets if it's not in the area covered by the communication network. B9 Aerospace have the reputation to be well balanced. It adds lot of parts. Ferram Aerospace will add a more realistic aerodynimics to the game. Chatterer will add some sound to the game, it's more for fun and imersion than anything else. There are also a lot of weapon mods if you are into that.
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Salut Ikkinomi, Je ne pense pas qu'il y est de Tutoriel en Français pour modder (hélas), la base de Tutoriel étant déjàassez faible pour l'anglais. Après le modding 3D àdéjàplus d'info que celui de la prog. Je me doute que tu connais déjàles liens et info sur le forum d'add-on development. Si tu as besoin d'info/traduction ou que tu comprend pas très bien, hésite pas àdemander, on fera de notre mieux pour t'aider en Français. Un liste avec plusieurs liens vers des tutos Tutoriel avec Blender Part tool Le wiki Pour te refaire la main, je pense que tu pourrais essayer juste de faire quelques parts simples sous blender, histoire d'avoir le mesh que tu souhaite, et une fois que tu as ca, tu essaye de te faire la main sur l'export unity et ksp.
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Hi JHawx, This is in the not to suggest list. Here are a few tips: In flight, on the top right corner, you have the resource button that can allow you to do everything you ask for (in flight). In the Editor, there isn't much but you can simply make quick maths in your head as you build your rockets. also all the info is display on the description on the parts. there are two mode that can help you get more info about your rocket without making maths: Kerbal engineer Redux Mechjeb Also in the last few KSP Weekly, Mike (Mu) have said he is working on the editor to improve it (and it's why improving the editor is on the what not to suggest list). Hopefully we will have more info display when the new editor will be release.
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Moved to the gameplay question forum as it's not a tutorial. For your question, what Tripzter said. You can: Go to the tracking station and terminate the flight. It will destroy the ship and kerbal inside them will be dead too. Or: Send rescue Missions: Get a ship that have sufficient fuel to rendez vous with all 3 pods, and enough crew capacity to carry all the kerbals (look at the hitchhiker container in the utility tab), rendez with each ship, EVA the kerbal and get it to te new one. then deorbit the ship and terminate the empty pods. Don't forget the parachutes for the landing. Another rescue mission possibility: Get a ship that can grab and deorbit the pods rendez vous and deorbit them.
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Moi je suis encore un peu rouiller en prog, mais ca se débloque tranquille avec mon mod. J'ai une autre idée de gros mod qui rajouterais du contenu scientific àKSP. Mais pour le moment je peux pas trop m'en occuper. Mais au besoin je serais ou demander. Si besoin d'un peu de prog, je pourrais toujours aider (suivant le planning du travail). et bienvenue sur la section Française Warsoul
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Moved to a more appropriate section as it is not related to spaceport. For the problem: Check your system as Whackjob said. also I am not sure if Imgur uploader is in flash, java or html. in the case of the forst 2, make sure you have up to date version. if nothing works, have a look with them (http://imgur.com/help/).
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Ah d'accord. Mais en quoi il y a un rapport avec le Lifesupport alors?!
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May I suggest you keep the possibility for sandbox to have the R&D (toggle option at creation) Depending on how career mode goes, some people may want to have their own career missions, or mods may decide to create some custom career? It would all depend on how the career mode will be at the end. But could open to such a great number of possibilities, that allowing it as an sandbox option (or making sure it could be easy to implement) feel like something it should be. (kind of a instinct more than anything else, you know i feel it in my belly).
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Ceci est une traduiction non officiel du KSP hebdomdaire du 06 Aout 2013 que vous pouvez trouver sur ce lien.
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Hi polimerjones, you can go to the option, control and then on the rover tab to do so.
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Gretting back from France too We recently had a forum dedicated for french language. Don't hesitate to come by if needed (English don't seems to be a problem for you ) And welcome to the KSP community
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So as NoMrBond said, I am currently working on the in game version. And so this is why there is no really any update here, what's the points to spend days making a config file while I can spend those day to get the game making them. I am slowly clearing the problem I have encounter. I know can write the part.cfg of any structural set of part. and the game will read them correctly, bonus: all the attached node are conserved too (unless it's already attached to something else). I need to work on the GUI of course. and I am looking at a way to have the game loading the part without needing you to alt+F12 or reload the game. Then I would be ready for some play testing, and slowly add more items that have ressources/docking/animation/fx and all that. I will post a screen when I get the GUI done, so you can see what will be available to do.
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Previously assigned Kerbals not showing up
UbioZur replied to nmd's topic in KSP1 Gameplay Questions and Tutorials
here are a few things you could check on the save file: save file: persistent.sfs it's a text file, so open with your trusty text editor. Do a search for Kerman, as it's the name of all kerbal. if you don't find any, that mean you have a problem. they are usualy at the end under the node ROSTER{ CRE {} }, you could copy/paste from your old file to the new one without problem I guess. if their state is at 1 then it mean they are assigned. state at 0 mean they are available. also look on the save file for crew= if you don't find any then you have no kerbal assigned to the part of the ship. You oculd manualy assign them, but it would take lot of time. other option: use a merging text editor to merge the save so you get the crew back. For the crew not showing on vessel you launch. I guess you will have to check the log either alt+F2 in-game or KSP.log. it may could tell you what is missing. -
How to use an xbox controller for Kerbal
UbioZur replied to SiSixNine's topic in KSP1 Gameplay Questions and Tutorials
You know the game can manage the XBox controller by itself. And manage the sensitivity of the axis and dead axis value at the same time. The only thing (and it look like it's the same for Xpadder) is that it does not consider the trigger as axis but as button. -
Because you want it: Wrong thread! This is a sailor moon flag thread! (love that flag) also there is a request a flag thread: http://forum.kerbalspaceprogram.com/showthread.php/30753-Request-a-flag
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In-flight action groups
UbioZur replied to TheCosmicOwl's topic in KSP1 Suggestions & Development Discussion
it has already been suggested plenty of time at the moment you can use this mod: http://forum.kerbalspaceprogram.com/showthread.php/24882-Actions-on-the-Fly-Edit-your-action-groups-in-flight-mode -
Hey SeveQ, It is on the planned feature list: http://wiki.kerbalspaceprogram.com/wiki/Planned_features For now you have the choice to use the mod SubAssembly Manager: http://kerbalspaceprogram.com/subassembly-manager/
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Hey, just though right now (while watching Dortmunder on the ksp-tv) It could be nice to have the switch vessel (default [ ] ) not switching to debris as an option. may be [] switch to next non debris vessel and shift + [] switch to next vessel. Shouldn't be too hard to implement, and could help getting to the correct vessel after a crash.
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j'ai trouver pour les models, je vais essayer ca. (désolé du retard de la réponse) et je te laisserais savoir si ca marche. Edit: Ca marche, merci.
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Are the 'scatter' rocks permanent?
UbioZur replied to Tassyr's topic in KSP1 Gameplay Questions and Tutorials
ahah good question. I would guess (so don't take it for granted) it is persistent. One way to test it, is to get something near a tree, and then every time you reload the game you just have to check. Also note, that it is still a work in progress option. we don't get much update about it, but it can change all of a sudden or things get added.