Beiträge von Kartoffelkuchen
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Stimmt, für mehrere Bilder für BLogs oder zb Downloads kann ich IMGUR empfehlen
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Du kannst die Bilder einfach in der Galerie hochladen, dann mit einem Rechtsklick auf das hochgeladene Bild klicken, und das Bild in einem Blog, in einer Antwort etc wieder mit Recgtsklick einfügen
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Mensch, dass wollte ich doch diesmal KCST machen lassen. Er freut sich doch immer so, wenn er darauf hinweisen kann.
Ich stelle mir grade KSCT vor, wie er vor seinem PC sitzt, und total glücklich ist, das er für den TS Werbung machen durfte...
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Zitat
Möge auch bei dir Jebediah niemals sterben!
Fände ich auch besser...:D
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Halli hallo und wieder ist die deutsche KSP Community wieder ein Stück größer geworden! Ich wünsche dir (und deinen Kerbals :D) stets einen guten Flug und eine sichere Landung:)
Jebediah Kerman
(Falls du fragen hast, stups mich doch mal an:D)
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Also ihr müsst ja KSP nicht spielen;)
Ich für meinen Teil freue mich über jedes Update, egal was für ein Inhalt, hauptsache Verbesserungen, neues etc. Swuad macht es so, wie sie es richtig halten, und das sollte auch so bleiben^^ -
nun ja, also das ist der berühmte SPace Kraken. Dieser frisst Raumschiffe auf, lässt diese explodieren, Kerbals verschwinden, Raumschiffe und alles andere durch das Terrain sinken, ach es gibt so viel. Ab und zu besucht dieser Kraken dich mal, es könnte jetzt natürlich an dem Mod selbst liegen. Veruschs mal ohne den Mod, so einen Rover abzusetzen, dann solltes gehen. Aber nur so als vorsichstsmaßnahme: Habe immer ein Backup von deinem Savegame!
Edit: Und willkommen im Forum!:)
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Hast du an der settings.cfg rumgespielt oder so? Glaube ich zwar eher nicht, aber so sollte es aussehen:
Zitat// KSP Game Settings
SETTINGS_FILE_VERSION = 0.18.0
TUTORIALS_EDITOR_ENABLE = False
TUTORIALS_FLIGHT_ENABLE = False
VAB_USE_CLICK_PLACE = True
VAB_USE_ANGLE_SNAP = True
VAB_ANGLE_SNAP_INCLUDE_VERTICAL = False
VAB_CAMERA_ORBIT_SENS = 0.04
VAB_CAMERA_ZOOM_SENS = 0.1
FLT_CAMERA_ORBIT_SENS = 0.04
FLT_CAMERA_ZOOM_SENS = 0.5
FLT_CAMERA_WOBBLE = 0.1
FLT_CAMERA_CHASE_SHARPNESS = 1.5
FLT_CAMERA_CHASE_USEVELOCITYVECTOR = True
FLT_VESSEL_LABELS = True
SIMULATE_IN_BACKGROUND = True
MAX_PHYSICS_DT_PER_FRAME = 0.1
MAX_VESSELS_BUDGET = 0
CONIC_PATCH_DRAW_MODE = 3
CONIC_PATCH_LIMIT = 3
SHOW_PWARP_WARNING = False
EVA_ROTATE_ON_MOVE = True
USE_STAGING_CONTROLS_ON_DOCKING = False
CALL_HOME = False
DONT_SEND_IP = True
SEND_PROGRESS_DATA = False
CHECK_FOR_UPDATES = True
VERBOSE_DEBUG_LOG = False
SHOW_CONSOLE_ON_ERROR = False
AUTOSAVE_INTERVAL = 300
AUTOSAVE_SHORT_INTERVAL = 30
SHOW_SPACE_CENTER_CREW = True
UI_SIZE = 768
SHIP_VOLUME = 1
AMBIENCE_VOLUME = 1
MUSIC_VOLUME = 0.8
UI_VOLUME = 1
VOICE_VOLUME = 1
SOUND_NORMALIZER_ENABLED = True
SOUND_NORMALIZER_THRESHOLD = 1
SOUND_NORMALIZER_RESPONSIVENESS = 16
SOUND_NORMALIZER_SKIPSAMPLES = 0
SCREEN_RESOLUTION_WIDTH = 1600
SCREEN_RESOLUTION_HEIGHT = 1024
FULLSCREEN = True
QUALITY_PRESET = 2
ANTI_ALIASING = 2
TEXTURE_QUALITY = 1
SYNC_VBL = 1
LIGHT_QUALITY = 8
SHADOWS_QUALITY = 4
FRAMERATE_LIMIT = 120
FALLBACK_PART_SHADERS = True
PLANET_FORCE_SHADER_MODEL_2_0 = True
PLANET_SCATTER = False
PLANET_SCATTER_FACTOR = 0.3
AERO_FX_QUALITY = 3
INPUT_KEYBOARD_SENSIVITITY = 2
dontShowLauncher = False
PITCH_DOWN
{
primary = W
secondary = None
group = 0
switchState = Any
}
PITCH_UP
{
primary = S
secondary = None
group = 0
switchState = Any
}
YAW_LEFT
{
primary = A
secondary = None
group = 0
switchState = Any
}
YAW_RIGHT
{
primary = D
secondary = None
group = 0
switchState = Any
}
ROLL_LEFT
{
primary = Q
secondary = None
group = 0
switchState = Any
}
ROLL_RIGHT
{
primary = E
secondary = None
group = 0
switchState = Any
}
THROTTLE_UP
{
primary = LeftShift
secondary = None
group = 0
switchState = Any
}
THROTTLE_DOWN
{
primary = LeftControl
secondary = None
group = 0
switchState = Any
}
SAS_HOLD
{
primary = F
secondary = None
group = 0
switchState = Any
}
SAS_TOGGLE
{
primary = T
secondary = None
group = 0
switchState = Any
}
LAUNCH_STAGES
{
primary = Space
secondary = None
group = 0
switchState = Any
}
CAMERA_MODE
{
primary = C
secondary = None
group = 0
switchState = Any
}
CAMERA_NEXT
{
primary = V
secondary = None
group = 0
switchState = Any
}
PAUSE
{
primary = Escape
secondary = None
group = 0
switchState = Any
}
PRECISION_CTRL
{
primary = CapsLock
secondary = None
group = 0
switchState = Any
}
ZOOM_IN
{
primary = KeypadPlus
secondary = None
group = 0
switchState = Any
}
ZOOM_OUT
{
primary = KeypadMinus
secondary = None
group = 0
switchState = Any
}
SCROLL_VIEW_UP
{
primary = PageUp
secondary = None
group = 0
switchState = Any
}
SCROLL_VIEW_DOWN
{
primary = PageDown
secondary = None
group = 0
switchState = Any
}
SCROLL_ICONS_UP
{
primary = Home
secondary = None
group = 0
switchState = Any
}
SCROLL_ICONS_DOWN
{
primary = End
secondary = None
group = 0
switchState = Any
}
CAMERA_ORBIT_UP
{
primary = UpArrow
secondary = None
group = 0
switchState = Any
}
CAMERA_ORBIT_DOWN
{
primary = DownArrow
secondary = None
group = 0
switchState = Any
}
CAMERA_ORBIT_LEFT
{
primary = LeftArrow
secondary = None
group = 0
switchState = Any
}
CAMERA_ORBIT_RIGHT
{
primary = RightArrow
secondary = None
group = 0
switchState = Any
}
CAMERA_RESET
{
primary = Backspace
secondary = None
group = 0
switchState = Any
}
TIME_WARP_INCREASE
{
primary = Period
secondary = None
group = 0
switchState = Any
}
TIME_WARP_DECREASE
{
primary = Comma
secondary = None
group = 0
switchState = Any
}
MAP_VIEW_TOGGLE
{
primary = M
secondary = None
group = 0
switchState = Any
}
UIMODE_STAGING
{
primary = Insert
secondary = None
group = 0
switchState = Any
}
UIMODE_DOCKING
{
primary = Delete
secondary = None
group = 0
switchState = Any
}
TRANSLATE_UP
{
primary = K
secondary = None
group = 0
switchState = Any
}
TRANSLATE_DOWN
{
primary = I
secondary = None
group = 0
switchState = Any
}
TRANSLATE_LEFT
{
primary = J
secondary = None
group = 0
switchState = Any
}
TRANSLATE_RIGHT
{
primary = L
secondary = None
group = 0
switchState = Any
}
TRANSLATE_FWD
{
primary = H
secondary = None
group = 0
switchState = Any
}
TRANSLATE_BACK
{
primary = N
secondary = None
group = 0
switchState = Any
}
RCS_TOGGLE
{
primary = R
secondary = None
group = 0
switchState = Any
}
FOCUS_NEXT_VESSEL
{
primary = RightBracket
secondary = None
group = 0
switchState = Any
}
FOCUS_PREV_VESSEL
{
primary = LeftBracket
secondary = None
group = 0
switchState = Any
}
TOGGLE_UI
{
primary = F2
secondary = None
group = 0
switchState = Any
}
TOGGLE_STATUS_SCREEN
{
primary = F3
secondary = None
group = 0
switchState = Any
}
TAKE_SCREENSHOT
{
primary = F1
secondary = None
group = 0
switchState = Any
}
TOGGLE_LABELS
{
primary = F4
secondary = None
group = 0
switchState = Any
}
QUICKSAVE
{
primary = F5
secondary = None
group = 0
switchState = Any
}
QUICKLOAD
{
primary = F9
secondary = None
group = 0
switchState = Any
}
THROTTLE_CUTOFF
{
primary = X
secondary = None
group = 0
switchState = Any
}
LANDING_GEAR
{
primary = G
secondary = None
group = 0
switchState = Any
}
HEADLIGHT_TOGGLE
{
primary = U
secondary = None
group = 0
switchState = Any
}
BRAKES
{
primary = B
secondary = None
group = 0
switchState = Any
}
EVA_forward
{
primary = W
secondary = None
group = 268435456
switchState = Any
}
EVA_back
{
primary = S
secondary = None
group = 268435456
switchState = Any
}
EVA_left
{
primary = A
secondary = None
group = 268435456
switchState = Any
}
EVA_right
{
primary = D
secondary = None
group = 268435456
switchState = Any
}
EVA_yaw_left
{
primary = Q
secondary = None
group = 268435456
switchState = Any
}
EVA_yaw_right
{
primary = E
secondary = None
group = 268435456
switchState = Any
}
EVA_Pack_forward
{
primary = W
secondary = None
group = 268435456
switchState = Any
}
EVA_Pack_back
{
primary = S
secondary = None
group = 268435456
switchState = Any
}
EVA_Pack_left
{
primary = A
secondary = None
group = 268435456
switchState = Any
}
EVA_Pack_right
{
primary = D
secondary = None
group = 268435456
switchState = Any
}
EVA_Pack_up
{
primary = LeftShift
secondary = None
group = 268435456
switchState = Any
}
EVA_Pack_down
{
primary = LeftControl
secondary = None
group = 268435456
switchState = Any
}
EVA_Jump
{
primary = Space
secondary = None
group = 268435456
switchState = Any
}
EVA_Run
{
primary = LeftShift
secondary = None
group = 268435456
switchState = Any
}
EVA_ToggleMovementMode
{
primary = LeftAlt
secondary = None
group = 268435456
switchState = Any
}
EVA_TogglePack
{
primary = R
secondary = None
group = 268435456
switchState = Any
}
EVA_Use
{
primary = F
secondary = None
group = 268435456
switchState = Any
}
EVA_Orient
{
primary = Space
secondary = None
group = 268435456
switchState = Any
}
EVA_Lights
{
primary = L
secondary = None
group = 268435456
switchState = Any
}
Docking_pitchUp
{
primary = S
secondary = None
group = 0
switchState = Rotation
}
Docking_pitchDown
{
primary = W
secondary = None
group = 0
switchState = Rotation
}
Docking_yawLeft
{
primary = A
secondary = None
group = 0
switchState = Rotation
}
Docking_yawRight
{
primary = D
secondary = None
group = 0
switchState = Rotation
}
Docking_rollLeft
{
primary = Q
secondary = None
group = 0
switchState = Any
}
Docking_rollRight
{
primary = E
secondary = None
group = 0
switchState = Any
}
Docking_toggleRotLin
{
primary = Space
secondary = None
group = 0
switchState = Any
}
Docking_staging
{
primary = None
secondary = None
group = 0
switchState = None
}
Docking_linFwd
{
primary = W
secondary = None
group = 0
switchState = Translation
}
Docking_linBack
{
primary = S
secondary = None
group = 0
switchState = Translation
}
Docking_linLeft
{
primary = A
secondary = None
group = 0
switchState = Translation
}
Docking_linRight
{
primary = D
secondary = None
group = 0
switchState = Translation
}
Docking_linUp
{
primary = LeftShift
secondary = None
group = 0
switchState = Translation
}
Docking_linDown
{
primary = LeftControl
secondary = None
group = 0
switchState = Translation
}
Docking_throttleUp
{
primary = None
secondary = None
group = 0
switchState = None
}
Docking_throttleDown
{
primary = None
secondary = None
group = 0
switchState = None
}
Editor_pitchUp
{
primary = S
secondary = None
group = 0
switchState = Any
}
Editor_pitchDown
{
primary = W
secondary = None
group = 0
switchState = Any
}
Editor_yawLeft
{
primary = A
secondary = None
group = 0
switchState = Any
}
Editor_yawRight
{
primary = D
secondary = None
group = 0
switchState = Any
}
Editor_rollLeft
{
primary = Q
secondary = None
group = 0
switchState = Any
}
Editor_rollRight
{
primary = E
secondary = None
group = 0
switchState = Any
}
Editor_resetRotation
{
primary = Space
secondary = None
group = 0
switchState = Any
}
AXIS_PITCH
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Any
}
AXIS_ROLL
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Any
}
AXIS_YAW
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Any
}
AXIS_THROTTLE
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Any
}
AXIS_THROTTLE_INC
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Any
}
AXIS_CAMERA_HDG
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Any
}
AXIS_CAMERA_PITCH
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Any
}
AXIS_TRANSLATE_X
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Any
}
AXIS_TRANSLATE_Y
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Any
}
AXIS_TRANSLATE_Z
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Any
}
AXIS_WHEEL_STEER
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Any
}
WHEEL_STEER_LEFT
{
primary = A
secondary = None
group = 0
switchState = Any
}
WHEEL_STEER_RIGHT
{
primary = D
secondary = None
group = 0
switchState = Any
}
AXIS_WHEEL_THROTTLE
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Any
}
WHEEL_THROTTLE_DOWN
{
primary = S
secondary = None
group = 0
switchState = Any
}
WHEEL_THROTTLE_UP
{
primary = W
secondary = None
group = 0
switchState = Any
}
axis_EVA_translate_x
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Any
}
axis_EVA_translate_y
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Any
}
axis_EVA_translate_z
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Any
}
axis_EVA_pitch
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Any
}
axis_EVA_yaw
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Any
}
axis_EVA_roll
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Any
}
axis_Docking_translate_x
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Translation
}
axis_Docking_translate_y
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Translation
}
axis_Docking_translate_z
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Translation
}
axis_Docking_pitch
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Rotation
}
axis_Docking_yaw
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Rotation
}
axis_Docking_roll
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Rotation
}
axis_Docking_Throttle
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = None
}
axis_Docking_Throttle_inc
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = None
}
AXIS_MOUSEWHEEL
{
name = Mouse ScrollWheel
id = Mouse ScrollWheel
inv = False
sensitivity = 1
deadzone = 0
scale = 1
group = 0
switchState = Any
}
MODIFIER_KEY
{
primary = LeftAlt
secondary = RightAlt
group = 0
switchState = Any
}
AbortActionGroup
{
primary = Backspace
secondary = None
group = 0
switchState = Any
}
CustomActionGroup1
{
primary = Alpha1
secondary = None
group = 0
switchState = Any
}
CustomActionGroup2
{
primary = Alpha2
secondary = None
group = 0
switchState = Any
}
CustomActionGroup3
{
primary = Alpha3
secondary = None
group = 0
switchState = Any
}
CustomActionGroup4
{
primary = Alpha4
secondary = None
group = 0
switchState = Any
}
CustomActionGroup5
{
primary = Alpha5
secondary = None
group = 0
switchState = Any
}
CustomActionGroup6
{
primary = Alpha6
secondary = None
group = 0
switchState = Any
}
CustomActionGroup7
{
primary = Alpha7
secondary = None
group = 0
switchState = Any
}
CustomActionGroup8
{
primary = Alpha8
secondary = None
group = 0
switchState = Any
}
CustomActionGroup9
{
primary = Alpha9
secondary = None
group = 0
switchState = Any
}
CustomActionGroup10
{
primary = Alpha0
secondary = None
group = 0
switchState = Any
}
TERRAIN
{
preset = Default
version = 0.22.0
PRESET
{
name = Low
PLANET
{
name = Kerbin
minDistance = 4
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = KerbinOcean
minDistance = 4
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = Mun
minDistance = 4
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = Minmus
minDistance = 4
minSubdivision = 1
maxSubdivision = 5
}
PLANET
{
name = Bop
minDistance = 4
minSubdivision = 1
maxSubdivision = 5
}
PLANET
{
name = Duna
minDistance = 4
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = Eve
minDistance = 4
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = EveOcean
minDistance = 4
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = Gilly
minDistance = 4
minSubdivision = 1
maxSubdivision = 5
}
PLANET
{
name = Ike
minDistance = 4
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = Laythe
minDistance = 4
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = LaytheOcean
minDistance = 4
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = Moho
minDistance = 4
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = Tylo
minDistance = 4
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = Vall
minDistance = 4
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = Dres
minDistance = 4
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = Pol
minDistance = 4
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = Eeloo
minDistance = 4
minSubdivision = 1
maxSubdivision = 6
}
}
PRESET
{
name = Default
PLANET
{
name = Kerbin
minDistance = 6
minSubdivision = 1
maxSubdivision = 9
}
PLANET
{
name = KerbinOcean
minDistance = 6
minSubdivision = 1
maxSubdivision = 7
}
PLANET
{
name = Mun
minDistance = 6
minSubdivision = 1
maxSubdivision = 8
}
PLANET
{
name = Minmus
minDistance = 6
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = Bop
minDistance = 6
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = Duna
minDistance = 6
minSubdivision = 1
maxSubdivision = 8
}
PLANET
{
name = Eve
minDistance = 6
minSubdivision = 1
maxSubdivision = 9
}
PLANET
{
name = EveOcean
minDistance = 6
minSubdivision = 1
maxSubdivision = 7
}
PLANET
{
name = Gilly
minDistance = 6
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = Ike
minDistance = 6
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = Laythe
minDistance = 6
minSubdivision = 1
maxSubdivision = 9
}
PLANET
{
name = LaytheOcean
minDistance = 6
minSubdivision = 1
maxSubdivision = 7
}
PLANET
{
name = Moho
minDistance = 6
minSubdivision = 1
maxSubdivision = 8
}
PLANET
{
name = Tylo
minDistance = 6
minSubdivision = 1
maxSubdivision = 8
}
PLANET
{
name = Vall
minDistance = 6
minSubdivision = 1
maxSubdivision = 8
}
PLANET
{
name = Dres
minDistance = 6
minSubdivision = 1
maxSubdivision = 8
}
PLANET
{
name = Pol
minDistance = 6
minSubdivision = 1
maxSubdivision = 8
}
PLANET
{
name = Eeloo
minDistance = 6
minSubdivision = 1
maxSubdivision = 8
}
}
PRESET
{
name = High
PLANET
{
name = Kerbin
minDistance = 8
minSubdivision = 1
maxSubdivision = 10
}
PLANET
{
name = KerbinOcean
minDistance = 8
minSubdivision = 1
maxSubdivision = 7
}
PLANET
{
name = Mun
minDistance = 8
minSubdivision = 1
maxSubdivision = 9
}
PLANET
{
name = Minmus
minDistance = 8
minSubdivision = 1
maxSubdivision = 7
}
PLANET
{
name = Bop
minDistance = 8
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = Duna
minDistance = 8
minSubdivision = 1
maxSubdivision = 9
}
PLANET
{
name = Eve
minDistance = 8
minSubdivision = 1
maxSubdivision = 10
}
PLANET
{
name = EveOcean
minDistance = 8
minSubdivision = 1
maxSubdivision = 7
}
PLANET
{
name = Gilly
minDistance = 8
minSubdivision = 1
maxSubdivision = 7
}
PLANET
{
name = Ike
minDistance = 8
minSubdivision = 1
maxSubdivision = 7
}
PLANET
{
name = Laythe
minDistance = 8
minSubdivision = 1
maxSubdivision = 10
}
PLANET
{
name = LaytheOcean
minDistance = 8
minSubdivision = 1
maxSubdivision = 7
}
PLANET
{
name = Moho
minDistance = 8
minSubdivision = 1
maxSubdivision = 9
}
PLANET
{
name = Tylo
minDistance = 8
minSubdivision = 1
maxSubdivision = 9
}
PLANET
{
name = Vall
minDistance = 8
minSubdivision = 1
maxSubdivision = 9
}
PLANET
{
name = Dres
minDistance = 8
minSubdivision = 1
maxSubdivision = 9
}
PLANET
{
name = Pol
minDistance = 8
minSubdivision = 1
maxSubdivision = 9
}
PLANET
{
name = Eeloo
minDistance = 8
minSubdivision = 1
maxSubdivision = 9
}
}
}Kannste dich ja mal durchschlagen, und wenns nichts bringt, 0.23 kommt später, dann solltes wieder funzen
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Jay, heute soll das Update kommen!
Ich nehme an, das es so wie 0.22 so zwischen 21 und 22 Uhr unserer Zeit kommen wird, dies ist jedoch reine Spekulation.
Hier noch einmal die wichtigsten Neuheiten:- Tweakables: Definierbarer Tankinhalt, Fahrwerksposition im Editor bestimmen etc
- Performance: Das Spiel soll nun sehr viel flüssiger laufen, wodurch man sehr viel größere Schiffe bauen kann *träum*
- Karrieremodus: Es gibt ein Labor, in dem man grsammelte Proben im Flug untersuchen kann, ein Archiv auf Kerbin wo man alle gesammelten Experimente bettachten kann
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Also, wie Allan schonmal gesagt hat, sollten die Nodes überarbeitet werden, weil das mir jetzt auch ziemlich stark auffällt, und das sieht nicht wirklich schön aus. Ansonsten, da jetzt ja fest steht, was mit der neuen Version kommt, will ich 3m Teile haben, weil das sehr viel schöner als bei kleineren gebündelten Tanks aussehen würde...
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Das gamze hatte ich mal mit Version. 21. Versuch mal, die Grafikeinstellungen runterzudrehen und ein neues Savegame zu erstellen. Ich weiß bis heute nicht woran es gelegen hat, aber seit dem ich ein neues Savegame hatte, gings wieder...
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Na, das könnte Natürlich seinn!
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Ich kenne sein Problem. Wenn Struts, Flügel, Platten etc das Triebwerk berühren, liefert dieses keinen Schub mehr, man darf die Struts etc höchstens ganz dicht bei der node befestigen, um diesen kein schub Problem auszuweichen.
Das ganze ist übrigens auch bei raketentriebwerken so. Am Auslass darf nichts im.Weg sein, sonst liefert das Triebwerk keinen Schub mehr! -
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Zitat
Schönes Video Jeb!
Du meinst wohl Luke...;)
-
Hm, das American Pack von BobCat hat doch garkeine Mercury/ Gemini.
Meint ihr vielleicht das FASA Pack (da sind diverse Mercurys drin und mehrere Gemini Varianten)?
Ich habe mir das letztens für meine Stock Variante runtergeladen und ausprobiert, bei mir lief alles Einwandfrei. Und der Kerman ist dann einfach weg? Keine Meldung, garnichts? -
Ich finde diese Kerbal Videos immer total ulkig.:D
Das gefällt mir besonders:) -
Wow- ich verstehe grade garnichts.:D
Reicht ja, wenn andere das verstehen, also muss ichs nicht wissen:D