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935 ExcellentAbout Maxsimal
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Starhelperdude started following Maxsimal
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The adjustment is applied automatically to all modded parts, based on their crew capacity and whether or not they're a command part, and the modder has the option to turn it off if they don't want it, so unmaintained modded parts should generally be just fine.
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Or maybe I was hungry while I wrote this post
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It was an oversight in the change log. As JPLRepo says above, it doesn't apply to landing legs/wheels/landing gear. I believe it doesn't touch Kerbals either, at least not in the case we know about them sliding in, that's a separate issue. Not sure we've got anything for an issue with jittery landing legs, but there may be knock on effects from the ground anchor there anyway that we'll have to look at.
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The ground anchoring system is under the hood. The game now anchors parts better to the ground to deal with some sliding issues that would happen, especially when you had light parts contacting the surface w/heavier parts attached to them, and was kind of an artifact of how things worked in PhysX.
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Yes, everything is reflected in the dV readout in the VAB - loading/unloading Kerbals, changing their inventory, changing the craft's inventory, etc.
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There’s a lot of cool stuff in 1.11 Some Reassembly Required, and the Squad team hopes you’re enjoying it all! I’m here to share a few thoughts on some tuning changes we’ve made to the game. Kerbals on the Scale Kerbals have always had a mass in the game when they’re EVA - 93.875kg. That included themselves, their suit, their EVA jetpack, and their parachute, plus any Snacks they managed to hide on themselves. Now with jetpacks and parachutes being something Kerbals can choose to go without - for better or worse we’re taking the time to update and rectify some things around thi
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Basically this yes. I don't know why, when the Mk2 parts were added to the game, a nosecone wasn't added. Before my time. There might have been a good reason, it might have been an oversight. We do as many parts as we can manage, for each version, given our capacity and other goals we have for that version. In a world without those restrictions, I'm sure we'd have one. All I can recommend is doing your best to enjoy games as they stand. Continue to make recommendations, try to get people's buy in, but making a case that says anything like 'we need X, X is a huge problem' etc,
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KSP Loading...: Kerbal engineers are stepping up their game!
Maxsimal replied to UomoCapra's topic in The Daily Kerbal
It helps that Kerbals have psychic powers that let them teleport a jetpackfrom an inventory on a craft to thier back, from a few meters away, so you don't have to try to dock a Kerbal with a ladder anymore.- 291 replies
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KSP Loading...: Kerbal engineers are stepping up their game!
Maxsimal replied to UomoCapra's topic in The Daily Kerbal
You can also offset a part w/EVA construction as well. No need for the chain of struts.- 291 replies
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KSP Loading...: Some Reassembly in Progress!
Maxsimal replied to UomoCapra's topic in The Daily Kerbal
Been waiting to say it: You called it!- 84 replies
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KSP Loading...: Kerbal engineers are stepping up their game!
Maxsimal replied to UomoCapra's topic in The Daily Kerbal
It automatically applies to all parts that can contain crew, with the option for modders to not have it apply.- 291 replies
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KSP Loading...: Kerbal engineers are stepping up their game!
Maxsimal replied to UomoCapra's topic in The Daily Kerbal
Kerbal weight is accounted for in dV now. There's some retuning this generally won't negatively impact craft- 291 replies
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KSP Loading...: Kerbal engineers are stepping up their game!
Maxsimal replied to UomoCapra's topic in The Daily Kerbal
You can node-attach parts, similar to the editor. Yes, you can use compound parts, and yes only between parts on the same vessel- 291 replies
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GuessingEveryDay started following Maxsimal
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Lead (currently only ) designer.
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Not in 1.11 no.