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MR L A

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Everything posted by MR L A

  1. Yeah I saw the station... I quite liked the look of the SSTO!
  2. EDIT: I take it back, when on earth was that change made? I could have sworn I saw the "disable" option within the last few days...
  3. Seriously... who keeps necro'ing threads recently?
  4. I think SQUAD should do a kind of Final Edition update... not actually the final version of KSP in terms of features, but the final version in terms of tweaks to the fundamentals (API?) of the game so that future updates are solely cosmetic or the implementation of 'slap-on' features rather than anything that breaks mod compatability to a huge degree. Also, I know nothing about coding or modding KSP so I recognise my opinion probably isn't worth too much.
  5. I really like your craft... any more pictures or details of it?
  6. Honestly... probably not that long for an actual mission, but I'm quite capable of spending an entire day in the VAB/SPH, performing test launches and optimising my designs I really want to do a video to show a few of them off but my potater can barely run KSP at 30fps, never mind KSP whilst using screen capture software and a mod or two like scatterer and real plume to make it look good too
  7. I built a stock "fighter" with the opposite problem it would maintain its maneuverability at 1200m/s and as a result rip itself to shreds...
  8. This is exactly what has happened. They haven’t actually altered the parts aerodynamics other than by what the game generates automatically using the textures maps (or something like that - basically aero is calculated partially automatically and any cosmetic adjustment impacts aerodynamics... because it’s basically a new shape). Any parts that appear to have changed that haven’t been updated cosmetically in 1.5 shouldn’t be anything to do with squad unless either I or they haven’t been very thorough with the change log
  9. Like I said, squad haven’t mentioned any aero changes for this update and the general consensus is they haven’t made any. As for not updating the KSP laws of physics, I couldn’t disagree more. If squad decides to implement more advanced aero properties like those in FAR or advanced orbital stuff like Principia, they’d be most welcome as they only open up more options for things like ground effects or halo orbits. Hell, even minor changes to aero probably should be made as the atmosphere is STILL quite soupy. I really don’t think Squad should worry about implementing such updates (which I doubt they would anyway) just because a couple of badly designed craft no longer work properly.
  10. The change log mentions no alteration of aero; however, squad have confirmed that the part updates also effect their aerodynamic properties - so I’d imagine the reason your craft is flying differently is because of the parts it uses
  11. The stock 'NASA' flag seems pretty American-style to me... https://wiki.kerbalspaceprogram.com/wiki/Flag_(Image)
  12. No, KSP doesn't account for this afaik, and, again afaik, neither does FAR. Interesting work though, now for all the other parts that have been changed
  13. This should be fixed, to a large degree, by using rigid attachment and autostrut in advanced tweakables, should it not? It's been an incredibly long time since I've had any noodle-like behaviour... I understand it isn't perfect still, but "noodle" seems a bit of a stretch these days
  14. Hi everyone I'm putting off my Masters degree work by finally creating my own KSP flag. I've done this before but never really put any effort into designs. Anyway, I've hit a bit of a stumbling block - I want a specific map projection type of Kerbin, known as "Azimuth Equidistant". This is the type of projection used in the UN flag as well as the Kerbalised version already in game. Does anyone know how I might go about obtaining the data required to produce this map projection type for my own use (and how to then make it)? Or have the projection already (I googled it and found nothing)? If I've not been clear about anything, please let me know. Thanks!
  15. Yeah but that's basically GPU acceleration, not CPU multi-threading. They are two very different things - and yeah, of course it's possible, it is just a hell of a lot of work - and not work that SQUAD can necessarily do anything about considering they don't own the Unity engine.
  16. I, too, would absolutely love this; however, I also understand (even as a complete non-coder) that this would be a herculean task that would probably be limited by the work the Unity engine developers have done I'd probably actually pay for that to be an update though..
  17. Is this compatible with... haha I joke, I'm not going to be that guy - though I won't lie, I cannot wait until this mod is updated. Just wanted to say that this mod is the ONLY parts mod I use and I have done so for a fair few years now, so thank you and keep up the good work!
  18. There’s been a few complaints about the new dV burn indicator thingy majig. All of which (that I have seen) also using the nuclear engines... I’d say you were right, there is a bug. I’m sure it’ll be patched soon
  19. This wasn't mentioned AT ALL in the change log (unless I missed it somehow)? Can anyone confirm this? @SQUAD
  20. Entire development of KSP**** That's how Squad works (and, coincidentally, Paradox Interactive - the makers of the only other game I currently play) SoonTM This feature can be turned off though (you have to turn it on by default currently) - so I guess that saves some performance? I mean, as soon as KER is updated, I might as well turn it off as it becomes pretty superfluous.
  21. errr... no, maybe.. what? "thick bottom side" should be going in first/pointing towards the surface... which is pointing retrograde, not prograde, if you go by which SAS toggle forces the pod to keep that orientation.
  22. Yeah, that's something they definitely would have mentioned and wasn't really in the scope of this update... which parts have you narrowed it down to?
  23. Afaik the merch store has been gone for a long time?
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