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Thiagobs

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Everything posted by Thiagobs

  1. I'm an IT guy and my knowledge of physics is very basic and limited... But from what I understand (and my acquired knowledge may be very wrong), there's no "before the big bang" because of how we define "time".... Time is the observation of 'things' (matter, energy) interaction, energy transfer, etc.. It's not much different of how, near the speed of light, time seems to pass slower, as the interaction of energy or matter can't occur faster than the speed of light... Before the explosion/expansion we call 'big bang', all matter and energy were compressed in a single point. There wasn't any interaction, no energy being transferred, thus, no 'time' to go back or forward. That's my understanding based on bits of knowledge I've acquired here and there, so I may very well be completely wrong... I would love if someone could tell me if I got this all wrong or not so much..
  2. Divinity Original Sin? The first one is quite nice too (Divine Divinity), But Original Sin is a prequel of the series, so no problem with having no idea what's going on...
  3. More like "bottom-clenching" sights... :D
  4. I assume what the OP meant is that, while the radiators shouldn't cool down while stowed, they should pick up some heat themselves, as if they were any other non-radiator part...
  5. There's a mod that does just that Speed Unit Changer Although it looks outdated (last updated to KSP v0.24.2), folks claim its working on KSP v1.0.2
  6. That one, with the Kerbals looking at the crashed lander, was added by the Toolbar mod, its not a stock scene Weird... for me, it feels like 1/40... I stumble upon that scene roughly once every two to three weeks or so, and its been somewhat consistent
  7. Really nice!!!!!!!!! Made me think about the Apollo 13 movie:
  8. Perae, pelo que entendi tem 3 represas! A agua entra e sai por onde? Quando a parte central encher, as 3 represas vão ser inutilizadas...
  9. Its desirable to find the root cause of your problem, but a more immediate workaround would be using a download manager... now, I haven't used one for at least 15 years, but I heard that one of the 90's favorite, GetRight, is alive and kicking Gosh, I feel old...
  10. exceto quando é o piloto (eu, por exemplo) quem estraga tudo
  11. I had this issue a while ago, I noticed that sometimes, when I added a mod or another, this would happen... there was no correlation with the mods I added, just the fact that I added more mods, regardless of which... I suspected that something could be going wrong during load, so I made a little test.. I've renamed my "EnvironmentalVisualEnhancements" folder to "zEnvironmentalVisualEnhancements", to get it to load last.. Since then, I've never had this issue again... Note1: Do not rename the "BoulderCo" folder Note2: I've done this with EVE 7.4, never tried with the 'Overhaul' dev version.
  12. Collision FX adds an "Oof" sound when Kerbals hit the ground... Someone requested the same "squeak" sound that you're asking, and the community delivered Relevant posts: http://forum.kerbalspaceprogram.com/threads/101496-1-0-x-Collision-FX-v3-2-%282015-05-14%29-Now-with-EVA-kerbal-sound-effects%21?p=1906254&viewfull=1#post1906254 http://forum.kerbalspaceprogram.com/threads/101496-1-0-x-Collision-FX-v3-2-%282015-05-14%29-Now-with-EVA-kerbal-sound-effects%21?p=1915448&viewfull=1#post1915448
  13. As an user, I understand the frustration of wanting to play with a mod but being unable to do so because it has been abandoned... But enforcing a change in licensing may have unintended consequences... Some modders may get unhappy and completely remove their mods and take their business elsewhere... At most, we could have an unenforced recommendation that modders place mechanisms to allow continuation of their work in case of abandonment (especially for unforeseen causes, like -- God forbid -- passing away). Something like "if I'm not active in the forums for xx period, the mod can be picked up and continued by the community" Or, if you're friends with and trust another user, to give them your contact for these kind of situation and letting your friend to post in your name, having them continue the mod themselves or releasing it to the community... Of course, those are all at the modders discretion
  14. That's a known "feature" of GTX970, apparently the VRAM is split in two banks, one with 3gb and an extra, slower VRAM with 1Gb... There was some debate about this until Nvidia finally spoke up. You can see further info here: http://www.pcworld.com/article/2888877/its-a-feature-not-a-flaw-nvidia-ceo-addresses-geforce-gtx-970s-memory-spec-fiasco.html
  15. Holy smokes! I'm not into boats in KSP, but those look sweeeeeeeeeeeet!!
  16. RLA Stockalike have some tiny probe parts, including a small monoprop tank. It's not updated for 1.0.2 yet (hojiwana is working on it) but there's a MM patch to make it work
  17. Good news maybe? I went on his profile to check his last post and noticed this: Last Activity: Today 01:10 Hopefully he's doing fine
  18. This would only add unnecessary steps.. one would have to previously purchase parts, perhaps even purchasing a bunch of parts on the off chance that they'll need it. And what about if you're building a ship and then find out that you're short on parachutes or a fuel tank? Have to leave the VAB/SPH to purchase it and then go back to resume building? It wouldn't take long until someone mod the game to bring back the 'old way'...
  19. I don't see this as pressure for Squad to reinstate x64, but information gathering... If Unity5 doesn't bring back x64, this info can be useful, even for Squad. It's not unlike the OpenGL shenanigans, KSP doesn't officially support it, but it works fine for some people and they're happy to use it I was skeptical too, until I tested.. So far, x64 have been quite solid for me, better than the previous stock x64... Of course, your mileage may (and will) vary. Usually a mod will say in their mainpage if they don't work in x64, like RealChute: On my testings, KER and KAC worked (loaded), but I haven't played around with them much... I've never used PreciseNode, so I can't comment on that... All in all, don't look at this x64 experiment as a "hey, let's use x64, it works well! Ditch your x86(x32) and use this instead"... Always assume it will be broken, and even if it isn't, assume it will break eventually, so don't go playing with your main save on this.
  20. Made some preliminary tests here... First, my specs: Windows 8.1 x64 Intel i7 950 6GB Ram (not very ideal) GTX 760 2Gb I've crammed my GameData full of mods... Attempting to launch the "regular" KSPx32 would only get me to the main menu... starting a game means instant crash. With x64, I was sitting at the KSC menu with KSP using 3.7Gb according to Task Manager I've built a quick and small craft with a powerful engine and infinite fuel to get things going fast. Launching this craft at 400m/s at sealevel means that every part of my craft was overheating, but I've left the memory leaking gauges on to push the memory. In space, with overheating bits, Task Manager reported that KSP was using 5.3Gb and I've started experiencing sound stuttering from Chatterer, probably because my overall RAM use was near my 6gb limit. Non-chatterer sounds were still fine, and graphic-wise, there wasn't any stuttering or glitches either. I haven't noticed any glitches, only a few mods not working, probably due to them disabling themselves under x64 Changing scenes (from KSC to VAB, or from gamescreen to KSC) caused some GUI issues, menus from other screens (most notably the Astronaut Complex menu) would pop up very quickly. The more RAM was used, the longer these GUI issues would persist. I have not experienced the right-click glitch yet. Ultimately KSP hanged while I was alt+tabbing, but my whole system was getting a bit iffy. (FYI, I do have a fixed pagefile set up with 6Gb -- same amount as my installed RAM) Other than that, not much more to say, I was positively surprised to see how KSP performed, I had far more issues with the "stock" x64 before SQUAD dropped it.
  21. Is your monitor connected with a HDMI cable? Some people suggested that OpenGL + HDMI cables don't play well together on this thread: OpenGL Mode Doesn't Work My own personal experience with HDMI cables and other games suggests that a HDCP handshake 'micro-lag' tends to wreak havoc with resolutions on windows. If that's your case, you can try using a DVI cable, if your monitor and graphic card supports it.
  22. There's a post about Unity 5 on the Suggestions and Development Discussion subforum: New patch coming, plus Unity 5 work to begin I don't know about the Devnotes though... Edit: Ninja'd
  23. Hmmm, I've attempted to replicate the bug once again, but this time it took several attempts to get the left-clicking issue.. Anyway, I've uploaded my output_log here: https://www.dropbox.com/s/exvlswqckr3n5wb/output_log.txt?dl=0 Kerbal Space Program - 1.0.2.842 (WindowsPlayer) OS: Windows 8.1 (6.3.9600) 64bit CPU: Intel® Core i7 CPU 950 @ 3.07GHz (8) RAM: 6136 GPU: NVIDIA GeForce GTX 760 (1987MB)
  24. I've attempted those steps on a fresh, unmmoded install and had no issues... However, changing the steps a bit, I've encountered the same issue as lewisd Here's my changed steps: 0. Start a new ship 1. Add capsule (Mk1 Command Pod) 2. Add fuel tank (FL-T200) 3. Add fairing (1.25") 4. Build fairing (closed on the fuel tank) 5. Attempt to move the fuel tank without deleting the fairings From now on, only right click works, and even deleting the fairing through the right-click tweakable doesn't 'free' left-clicking
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