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Alquanole

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    Curious George
  1. @sal_vager if you read my last post in this thread i came to a similar conclusion although i have to say that I experienced weird results when uncoupling the AGU while landed in water. When I have time I'll experiment a little more and keep you posted on my findings (building a space station around a salvaged lab module... You know, career mode...). Anyways, thank you for your prompt reaction. It is really appreciated (I have been alfa and beta testing other games and I know that communication can sometimes be unpleasantly lagging).
  2. Updated video drivers yesterday. Problem persists (I think, from the behaviour, you have somewhere there a vectoring function that tends to infinite and that is not cut off when the grab is made).
  3. The output_log must be from the attempt? If not, here it is, along with a quicksave just before the grab. http://mysharegadget.com/742505377
  4. v1.0.5.1028 Campaign mode hard Ready to grab: grabbed, relative speed starts to go up: and up... at T: 35:00 target speed was 265.3 m/s, at T: 36:00 well over 700 m/s Releasing the AGU didn't get me unexpected results (ie. the released part went off with no considerable accelleration) but those erroneous indications could have unexpected effects somewhere else.
  5. Then It looks like I have a new problem... I'll try to put together some data and post details.
  6. I have noticed that when grabbing a ship selected as target the relative speeds tend to infinity. Might be connected with the issue?
  7. Ok, my two cents, based also on how I do play science. First I'd like to say that I find the general idea of expanding the biome system by adding an altitude / latitude element. I also like the expansion of possible experiments. Now, what I do not like in the way science is done right now is the "instant" results. I try to play "real hard", that is hard campaign and realistic mission management. For realistic management i mean that for me a mission is over only when personnel is back at the runway and equipment is either: a) back at runway; b) destroyed; c) stranded and marked as debris pending recovery (yes, I do have a lot of clutter laying around but it makes those tourist's missions more interesting). This takes me to the point. When personnel lands at the runway it has all the science reports of the mission for processing in my "science bug" farm. Then science starts to come out slowly and has to be transmitted to the KSC. Well what I'd like would be the R&D complex to work in a similar way getting prepared science data from missions and reports (and maybe differentiating science and engineering research, the former to unlock a technology, the latter to unlock the parts in that technology, but that might be too much complicated for casual players) I also would suggest to drastically reduce the number of KSC biomes to avoid the "rolling pin ship" grind at the beginning (or make them more difficult to reach as a "VAB roof", "Administration pond", "Island old runway control tower" biome ). Please feedback on how you like this kind of idea, I will try to elaborate more (and maybe go for a mod). My Science bug farm:
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