vzq
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I have non-steam 64-bit KSP on windows and no mods. Upon starting a new career on hard difficulty i found that in the space center view all the buildings are seemingly at their maximum level and thusly cannot be upgraded. But their functionality is still that of the starting level (max 30 parts / vessel, max 2 simultaneous contracts etc.) So effectively i am permanently stuck with the starting buildings. I have tried restarting and making new saves on various settings but the problem persists. This is rather gamebreaking so i guess it's back to 32-bit for now and hope that it works.
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The way i see this working is a radial parachute type part that deploys a cluster of balloons on activation. These balls would function in a way similar to rover wheels, be a bit bouncy, have relatively high impact tolerance and pop after getting hit too hard. Then on second activation or automatically when the craft has stopped, all balloons would pop just like parachutes vanish on ground.
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When flying a massive craft with not-overwhelming amount of SAS strength, like 1st stage with non-gimbaling engines, it takes too long for ASAS to kick in with sufficient force to keep the craft veering off target. From what i've gathered ASAS will use force in proportion to how much the course deviates from the desired one but when that little force is so low, that it cannot overcome the force causing the spin, it can easily turn 10 degrees before ASAS finally starts using enough force to bring it back. When this happens in the middle of a burn to orbit it causes the final orbit to be several degrees off. If i wish to achieve nice equatorial orbit i have to manually adjust to the deviations ASAS "ignores". It's not all bad, of course i have noticed the great improvement in aircraft control and conserving RCS but in my opinion the ability to trust ASAS to keep the direction it was told to was worth these slight drawbacks, as that is it's primary role.