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KerBlammo!

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    Rocketeer
  1. What's the deal with mods on Curse all saying they are compatible with "1.0.0" instead of 1.0.2, even when they are? Have they not updated Curse to allow for that to be selected when the user uploads a mod or something?
  2. How was entering actual hard numbers for angles "not correct"? If everything is properly symmetrical and using the same angles, surely things will be aligned? Are the actual angles not accurate enough?
  3. Seconded. Would be nice to have it back the way it was if possible.
  4. As for the suggestions of "power generation" or a "service life" requirement, they're all good, but really all I care about is knowing how to fulfil a contract (whether that contract is for an "early" satellite. Whatever the contract is it should be completely clear what the requirements are. No one likes thinking they have succeeded and having the game say "actually... nope", simply because the wording of the contract was vague. I get that this is the kind of thing a beta is released to find out, though.
  5. It'd be great if he could change it to specifically state SOLAR power is needed. I just got my stay-putnik into the correct orbit with a nice full 200 unit battery on it and the required antenna and... no dice Going to have to install KAS just to be able to ferry a panel from the launcher over to it, 'cause I really don't want to lose the funds spent on it and can't revert.
  6. Not sure if this is already known about, but the directionality of the omniwheels is flipped (left=right back=forward). It's not a massive deal and they are gob-smackingly amazing to me, since I like to make cylindrical landers mobile and this way I simply add 4 wheels with 4x symmetry and they magically turn to the correct heading (doing this with Infernal Robotics was laborious, to say the least). Another thing I noticed is that when you hook up two craft (with, in this instance, a KAS pipe) the one with omniwheels sinks right down on its suspension as if all of the weight of the now-single-entity craft was bearing down on them. Again, not a big deal, just something you might like to know. If you ever feel like making more space-ready-looking versions of them (pretty much just hubs that don't look like earth-bound truck hubs) I would love them even harder I pretty much only have the MM pack for the omniwheels - I'm going to be exploring the USI Modular Kolonosation system soon and they should come is so handy for positioning things. Putting them on robotic extenders to spread out the wheel base and make your lander (or whatever) more stable is also awesome
  7. Thanks for the info. What I find odd is that I USED to be able to alt+tab out of (proper) full screen while the game kept running, sometimes for many hours, without any undue effects. I don't think I care enough to go back to my old versions to see which one was the last version to allow it. Maybe it changed when Unity was updated. Shame to lose the functionality, though, especially at load up. I've actually had very little trouble alt+tabbing away from other true full-screen games. Maybe just luck of the draw.
  8. I don't understand that statement - If you click in any other window while KSP is in its own window, that still shifts focus away, whether KSP is windowed or not. Do you mean that, say I load up a YouTube clip or article, I can then click in the KSP window to give it focus and still see what I've loaded into another window (If I've resized both windows to be half the screen width, for example) or do you mean that in windowed mode, losing focus will not cause the game to stop running? Thanks for the info on running windowed, either way.
  9. Are you sure? The only way you could even replicate doing that in stock KSP is to create something in the VAB with radial symmetry, copy the ship file from the VAB folder to the SPH folder and then try to add something using mirror symmetry in the SPH (I think - I've never actually tried it). I kind of wish there was just one construction building with both symmetry options in the stock game, then people would have the most construction options and a problem like this would def be in Squad's court to fix. Maybe with the new updates to building this might change.
  10. Thanks, I'll give this a shot, and reply here if that actually fixes the problem, to let people know. I've had problems with symmetry just in the SPH without even using EE, though, which is why I thought it might be a game limitation (even though you can't edit things with SPH symmetry in teh stock game unless you copy your VAB ships into your SPH folder). For example, say you want wings both on top of and underneath a fuel tank on either side of a plane - the smart thing to do is obviously to rotate your craft so the wing/tank is pointing up, then stick your wings on with mirror symmetry so you can put wings on one side and they will automatically be added to the other, then you can re-orient the tank and stick it back on the fuselage with symmetry on so you then have your four wings sections (one above and below the tank on each side of the craft. Unfortunately that does all sorts of odd things with bits disappearing, depending on how you add stuff.
  11. So back in the earlier versions of KSP I used to open the executable and then just tab away to do other things while the game loaded. Load times have significantly increased with version number and of course are much worse with mods, so it's a really handy thing to be able to do. Similarly, while making any kind of painfully long manoeuvres when I couldn't time accelerate (like in low orbits) I used to just tab away from the game for a while and it would run in the background. I know this changed quite a while back, but I was wondering if there was anyway to force this behaviour back into the game. I thought the option to "simulate in background" might do it, but that obviously pertains to something else. Any info on this (how I can get the functionality back, what the reason for the change was, etc) would be appreciated, thanks
  12. So I installed the latest version and got a bit of a surprise when switching to a craft I already had in orbit: Yeah, that's not how I originally built it, with all the monoprop tanks and RCS blocks hilariously inflated. In fact, I'm not sure I even used Tweakscale on any of the parts on that particular ship (It's just a transfer stage). I'm not too worried about it, so I only post it here for the lols and any interest it may have for you.
  13. Sorry if someone's already mentioned this, but a symmetry bug that shows itself when swapping between VAB and SPH modes has just been annoying the hell out of me, lately. If you put, say, 4 objects around a central object using VAB 4x symmetry, and then you swap to SPH mode with mirror symmetry in order to place mirrored parts on just two of those four objects, superficially it looks like it works, but it actually places FOUR instances of the object on the opposite side. You caninstantly see it's doing this with Z-fighting that's produced by the extra instances, and if you use a robotic piece from MSI it's even clearer when a whole bunch more pieces show up in the robotics editor window than there should be. This bug has been around forever, and perhaps due to the way I build stuff I'm constantly having trouble with it. An simple example would be making a lander with four tanks around a central body that you then want to put wheels on the bottom of in a rover-style configuration. I can't have been the only one to try such a thing... Is this an Editor Extensions bug, something to do with the stock game, or what? Is it something that could be fixed? Any info would be appreciated.
  14. This is such a simple, yet fantastic idea that would add some nice spice to the game play and exploration. Would also make a great mod. I can't quite believe no one else has come up with this 'til now. Kudos
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