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pizzaoverhead

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Everything posted by pizzaoverhead

  1. That would certainly be of some help. I think the point this thread is making is that issues can be dismissed out of hand too easily, particularly when frustrated and inexperienced users are involved. However, given the chance to discuss, we can reach interesting conclusions.
  2. I think that out-of-power issues being reported as bugs so consistently points to it being a user experience issue. There's no clear indication that a craft has transitioned to an uncontrolled state. A GUI element (low power light on the navball/dimmed navball) or light on the probe core itself would help things.
  3. People who arrive with bug reports and attitude problems are often doing so because they're frustrated. "It's only an alpha" is dismissive, and carries the implication that they shouldn't have reported the bug at all. If anything, this will make people more frustrated.
  4. A decreasing signal-to-noise is an issue with any community that expands rapidly. The solution is lots of good, constructive, impartial moderation that allows discussion and disagreement, but not dismissiveness and derision. Easier said than done.
  5. This has been around for a while. I added a bug report a few months ago: http://bugs.kerbalspaceprogram.com/issues/312
  6. It's working well enough to be tried out now. Here, have a link: https://mega.co.nz/#!QYdAWazb!fOY6sSbrWL5MV5wcUJBRNibvGYZA9WrSfjF0hjmiiMw The sound you made seems to have some constant frequency component. It makes it sound robotic as its pitch changes. It would make a good engine sound for the big wheels! I've included a sound made using randomly generated noise for you to try out too. I've got the volume set quiet enough that you can't hear it over an engine, but you can increase it to 2 or more to test it out.
  7. You can trim controls to have a constant input by using Alt + (WASDQE). Alt + X restores the trims to zero. The game also supports analogue controls like joysticks, so you have the option of not using a digital-only keyboard.
  8. It's possible that they could be firing considerably faster than that for short ranges: Correct aerofoil placement is a good skill to learn and experiment with, especially when you're making spaceplanes! So many craft torn apart by spins at 20km... Always pack an escape system!
  9. I've made plugins similar to this before. A plugin that plays a single sound for all wheels when any is in contact with the ground and changes its pitch based on speed of the craft isn't too difficult. I'll see what I can do tonight if I remember. Could you post the sound file somewhere?
  10. Has anyone achieved controlling multiple vessels simultaneously within the 2.5km limit?
  11. It's a weight icon, similar to <a href="http://www.ergotron.com/Portals/0/Products/icon_weight.jpg">this</a> one, but with a circle in the middle of it patterned like an attachment node. I'm guessing toggles the visibility of the centre of mass indicators.
  12. I'd imagine at least part of that is due to the long term goal of having a progression of part technology through the game. I'd imagine the low-level fuel tanks would be more haphazard in aesthetic than the more advanced parts like the LV-N ARM or aerospike engines. In alpha our parts are a bit pick 'n' mix through different technology levels.
  13. Sure, feel free Any achievement for a round trip landing on the Mün, Minmus and the Space Centre in one? ...not that I'll manage that, I just like watching the attempts
  14. What you're seeing is blurring added on zooming by whatever program you're viewing it with. Try opening it with MS Paint and you'll see it's a single pixel. I'm guessing a hole, join, overlap or corruption in the skybox texture.
  15. It's far from impossible. You could probably do it with a single SRB. You just have to time it so that your altitude reaches ground level at the same time as your speed reaches 0 m/s, at the same time as the booster runs out. Simple! In theory. Theory should be identical to practice, in theory...
  16. For me it has to be Samuel Barber's Agnus Dei. It gives a fitting sense of grandeur to achievements and tragedy. <iframe width="420" height="315" src="http://www.youtube.com/embed/KkObnNQCMtM" frameborder="0" allowfullscreen></iframe>
  17. Is this the <a href="http://kerbalspaceprogram.com/forum/showthread.php/3785-v1-2-1-Noyuz-Spacecraft-New-panels-available!">Soyuz spacecraft</a> or the <a href="http://kerbalspaceprogram.com/forum/showthread.php/4110-RocktCo-Industries-Munar-Institute-of-Technology-Soyuz-and-Kerbabl-lander-v1">Soyuz rocket</a> mod you're talking about? I've tried rescaling the spacecraft (adding "rescaleFactor = 2.5" to each part's CFG file and multiplying the mass, thrust etc. by 8). It mostly works ok, but the parachute always tears off on opening.
  18. Tenacity, creativity and dim-witted luck, causing fear in others eh? Run directly towards the noise, screaming at the top of his lungs with the nightstick raised! With the hat turned backwards for improved aerodynamics of course.
  19. Sure! That'd be cool! The parachute hat's the best part. I'm going to have to put one everywhere now! Space Center, Mün arches, random orbits! Awesome!

  20. Are you using the new larger lander engine? It has a much higher gimbal range than the older one which can make it a bit twitchy at times.
  21. Programs won\'t start going backwards, but it won\'t roll over to zero either! Signed integers (natural numbers with + or -) on computers save the sign as part of the number. If you add one to the highest number that the integer can hold, you\'ll get integer overflow and it\'ll roll over into the lowest number it can hold. You can try it out in your computer\'s calculator. If you\'re on Windows 7, start the calculator and switch it to programmer mode. Enter 9,223,372,036,854,775,807 and add one to it. The answer comes out as -9,223,372,036,854,775,808.
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