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Lupi

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Everything posted by Lupi

  1. If a part isn't to your preference, as I understand it, you can go into Patches and delete the patch that changes the terrier, and then create a restockwhitelist file as described in the readme to allow the plugin to load the original terrier's files.
  2. Yeah, but setting it to 3 made my vessels I landed on Eve explode and shoot into the sky, and the auto spring/damper would always set it to 3 for whatever reason. That was fun to triage.
  3. Hey! just wanted to drop a nugget of information before anyone freaks out. If you're having weird glitches on your steam install, try doing this: Exit KSP, if it's running. Validate the game files. (Steam has been having issues pushing files correctly.) To do this, rightclick kerbal on steam, hit properties, then local files, then "verify integrity of game files". It'll probably say some files are missing, then redownload them. Go into the root folder of your KSP install, and delete PartDatabase.cfg. (It may have become corrupted, and validating doesn't fix it because this is a locally generated file.) Restart KSP. Should hopefully fix things! Like, weird nullrefs, odd behavior, et cetera. If something seems wildly wrong or just acts out fully like this: If that's not helping, try removing mods if you've added any. Could always be a compatibility issue there too!
  4. Man, that crackle gives the engines so much life! Brings back those memories of seeing some in person!
  5. RE: playing other installs through steam: Rightclick the game on steam, hit "properties" and then click the Launch Options button. then, type the following: "<path of ksp_x64.exe>" %command% where the path of ksp_x64 sends it to your non-steamapps/common install for example: "C:\Users\Lupi\Documents\KSP version backups\KSP 1.4.5\KSP_x64.exe" %command% would tell steam to launch the executable in my 1.4.5 backup folder, as opposed to the one in steamapps/common/kerbal space program Steam can't write to this folder, so if any updates come through, they will only be applied to the steam install. This way, you still get overlay and steam services, without launching the steam copy of the game. Also, yeah, what this guy said. We can't say for certain if that could be the case.
  6. I still mourn the loss of 3d pinball space cadet, and all the old CD-ROM games i played as a kid that don't work (or don't work well) on modern windows because they were 16-bit.
  7. KER is very terrible for garbage collection, it dumps a lot of memory into garbage to keep all those bits of display info fed and updated. You might wanna try basic deltav or basic orbit instead and see if that improves things.
  8. Yeah, that's the real reason this is great. Don't have to hunt down the tanks you want to use as much.
  9. Before 1.5, if you clicked on the resources tab up top, hit the checkbox to pin a resource, it would show what tanks had (or could have) that resource, but you couldn't do anything with it, even if you pinned the tanks' info dispalys. Now you can pin those displays and transfer fuel while using them, rather than manually having to pan your camera to be able to rightclick on every tank you want to transfer fuel around.
  10. Oh, so THAT'S what that means! Man, that's a great change and I love it! That's gonna make fuel transfer so much easier!
  11. If you look at the release, a lot of things were replaced outright. The ones that weren't, changed too much and would have broken saves if the changes had been propagated to existing craft. The HECS was rotated 30 degrees and thus its control point would be screwed up for any existing ship that got the upgrade passed. The Mk1 pod and stayputnik had geometry changes put through. The RoveMate had nodes added and was rotated 90 degrees. However, many things were indeed updated in place, and not deprecated. Panels, the HECS-II, all the Mk1 tanks, some of the other probe cores.
  12. I did some testing on the weird draggy nature of spaceplanes now. Turns out body lift got a little weird. Posting it here so that folk don't have to go dig up another thread (video in post)
  13. Here's a brief overview of what appears to be wrong. I went to the worst craft i've ever made to test it, because it relied 100% on body lift. I'm sure they're already getting to the bottom of this, but here's an excessively simple explanation: body lift is pointing the wrong way and your planes are getting a bit more drag by accident. That's why you're getting less lift than you should, and having less delta-v.
  14. These new bits look nice! Good goin', yall, and thanks for listening in the end! Finally, some heavily requested features! We got the ability to launch kerbals in command seats from the editor we got delta v calculation for the maneuver node and y'al llistened to all the part feedback pats on the back or somethin', you guys!
  15. Something the devs did under the hood broke my mission. It has taken me 3 days to fix it. I go to submit it, it uploads a duplicate instead of merging. I would really like to know how to fix this.
  16. If anyone cares, the whole company imploded. Coming from one of the employees, Summer, it was never anything more than 3d models and optimism. He moved on to other things, like buttering up the Corridor Digital guys into using "his" (disputed) models for that scale of spacex rocket video
  17. using -popupwindow in the launch options will do this. WHether you're doing it from steam, from a window shortcut to the exe, whatever.
  18. It looks like it might be a timing issue on your part? the inclination is the same, the LAN is just off. I'm not sure, didn't see that in any of my testing.
  19. Oh cool, Mission of the Week! Please let me know if it's buggy or broken, i haven't tried it in 1.4.3. I thought i fixed everything, but you never know. Also, I'm considering doing another mission in this vein. Polar once around spy-satellite launch mission with a space shuttle, where you land at Dessert. Thoughts?
  20. Yeah, I got a crash course in that over the past few months of havin' to help out.
  21. In my experience, not very good at marking issues complete sometimes, but that doesn't mean they're unseen. There were a lot of things I reported/left as feedback that I saw addressed here, even though they were never updated on the bugtracker past being a "new" issue.
  22. The tracker makes it extremely easy for developers to track issues, it's an all-in-one stop for them where they can prod at things with an easy list. It's worth getting over the initial disdain for it.
  23. End nodes aren't their own kind of node, any node can be an end node. You have to click the final node(s) in your mission, and on the pane in the right, check the box that says "end node." Then, in the "mission end" dropdown in that same pane to add flavor-text for the end or whatever. You can set up trophies and stuff in the Briefing panel, as well.
  24. Kerbal Space Program/Missions. I believe if you put the zip there, the game auto-unpacks it, but i could be wrong.
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