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  1. Number 2 is in the Changelog: It could get mildly annoying, but I'd rather have that, than it starting inside "vessels" (I assume they mean ships connected to large asteroids ... and comets?). That's much more confusing and disorienting. I guess they could make everyone happy by including the asteroid/comet when calculating whatever "appropriate distance" means? Oh, and FYI the option FLT_CAMERA_ZOOM_SENS = in settings.cfg can be used to change how fast zoom works. I have mine set pretty high, so a quick jab of the zoom button usually brings us back to a sane distance.
  2. Tried rotating them 180 degrees before attaching them? Some of the IR/breaking ground parts have wierd affinities.
  3. Heh, I'd hope they would wait a bit more than a few days to find & fix *extremely minor* bugs. I have to say, this is one of the cleanest, most bug free major releases I've ever seen, so congratulations to (whats left of) squad. I'm still testing, but so far, this is the only problem I've found.
  4. Anyone else noticed the "merge" button no longer works in the new version? Or am I being a dumbarse somehow. Assuming I'm not the only one, it's not a big problem because the workaround is just to go back to using temporary subassemblies like we used to. Just requires a bit more faffing around.
  5. Don't forget, the ideal optimal is of course 0, so bearing in mind the highest lattitude launch site, you still want it as close to 0 as possible. I presume that's at least one reason why the ISS isnt polar. Then again, the closer you are to the pole, the less 0 inclination becomes optimal, or even matters at all, right? Since the launch site isnt travelling east as fast. Hmm... Theres probably some complicated maths involved there.
  6. Ive been working on this myself recently (and on and off for several years). A trick Ive noted is to tilt the whole ship so that its in it's various flight configurations (i.e. hover, forward motion, etc.) and look at the vectors. It becomes fairly easy to see how it will react when you actually fly it. Obviously, dumping all the fuel out of it and repeating is worth doing as well. Be sure to post if you figure out how to get the KAL-1000 to behave with rotating engines... I am having immense trouble trying to get 2 of them to do yaw AND forward/backward at the same time.
  7. It goes in <KSProot>/saves/<name-of-your-savegame>/Ships/VAB Optionally .../Ships/SPH if its a plane. (It doesnt matter, it will just load facing a weird direction if you get it wrong; you can just rotate it)
  8. Not really the problem is it? They clearly are. More importantly, it lags the hell out of the game because it's spamming stuff about the UI.Navball to the log file. Has anyone else seen this, is it a bug, or is my memory going bad (it's not ECC, so I don't get reports on it failing)? I reloaded that game recently, but it seems to have dissapeared, so I can not report the log error anymore... hmm.
  9. I'd hardly call 4 months 'old'. And it's worth pointing out that this only applies to the right-angle triangle parts. The isosceles? (non-right angle) parts work properly.
  10. What's this? https://imgur.com/a/fbWqWX5
  11. Ive seen this a lot too, so much so that my stupid launch ladder vehicle (so that kerbals can deliver science data to a rocket before launch to an orbital lab) with a hinge on top of a 30m high pile of structural parts now has the hinged part sitting about 5m away from where it is meant to be. It looks ridiculous and is completely useless now. https://imgur.com/a/KQzX0oY I'm pretty sure it's not specifically gravity, its the physics loading that causes the parts to jump around slightly, which over time causes big problems. I used to use the Infernal Robotics addon heavily, and
  12. After a bit more testing, I noticed the audio file is the same as the one used for the "Spark" engine, which also does not have distance attenuation. This must have been a long standing problem, but I guess no one noticed until now, partly because the "Spark" is meant for space operations, unlike the RV-1, which is the steering motor for the RD-107-110 (for the real R7/Soyuz) or for our RK-7s. Actually the only engine from the "orbital class" that works properly is the Thud. The other engines I tested, you even hear in map mode, which is ridiculous, and pretty annoying. They were: Pu
  13. After finally being able to build Soyuz launchers with this expansion, I find the RV-1 "Cub" engines are WAY TOO LOUD. I guess the RK-7 "Kodiak"s are meant to be RD-107 engines (and not RD-170s as I've been hoping for), but they should not be drowned out by these tiny little steering motors. The problem has been reported here, but until it gets fixed properly, heres a patch you can apply for more believable sound levels: --- KSP_linux_1.8.1/GameData/SquadExpansion/MakingHistory/Parts/Engine/LiquidEngineRV-1.cfg 2019-12-26 05:09:46.013579997 +1030 +++ patches-1.8/GameData/Squ
  14. After a search for this, I found a billion old forum posts here and from many other sources, but they were all asking the same question: "Does it matter?". As an long-time player I know it does not, but on the same vein; I was looking through the astronaut complex recently for new hires and remembered something: Some kerbals in old versions used to scream their little heads off during the entire ascent of a rocket (particularly Bill), which I found very amusing. I've been keeping an eye out for the least couragous and smartest kerbals, which I suspect causes this. They seem to have
  15. steubens option is the one that i chose, as awkward as it is. It was supposed to be a sort of 'suprise' gift. If he needs to create an account in advance, it kind of ruins the experience, doesnt it
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