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Everything posted by sojourner
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List of working mods working/not working for 0.21.1
sojourner replied to sidfu's topic in KSP1 Mods Discussions
If you don't need crew manifest anymore, how do you transfer crew between parts in .21? -
Just a heads-up, your craft files should still work in .21
sojourner replied to NovaSilisko's topic in KSP1 Discussion
I hope you're right, but I suspect it won't be that simple. -
How will IVA work on this? normally I do a "control from here" then switch to IVA for whatever pod I want to be in. Will the Hitchhiker be made a command pod?
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That would be a career mode/tech tree thing. Not for sandbox play.
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Just a heads-up, your craft files should still work in .21
sojourner replied to NovaSilisko's topic in KSP1 Discussion
I imagine with the control changes to A/SAS that mechjeb will have problems. -
Other forums have "godwins". KSP has "mechjeb".
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Why use parachutes? My manned craft is two stages. The first stage boosts it during launch, the second stage achieves orbit with the crew. I then just do a powered landing with the second stage and can "reuse" it. Better than Elon Musk. And yes, I hate that KSP numbers stages in the reverse order from the conventional standard.
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Been away from the game for a while. I just tried docking using Mechjeb 2.08 for the first time. Wow, that was some sweet maneuvering. Quick, accurate and easy. Seemed fairly monoprop efficient too. My only quibble is that it can be difficult to select the target docking port, especially when on the dark side of a planet. Maybe adding a list view of docking ports on the target vessel to choose from; like the old ORDA plugin? Can't wait to see how much this plugin will rock when it gets updated for the new SAS in .21. Should be a dream to use.
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I haven't used the devtool to part clip, but I do use any inherent clipping I can get away with if it suits me. Mostly, as said above, for engine clustering. I can get 9 lv-t30's on the bottom of an orange tank without the devtool. It's a sandbox, I don't care how other's play and I just go with what "feels right" when I play.
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There is also loss of delta-V from the engine not pointing exactly on the line of travel. The term I see used for this on space related forums is "cosine losses".
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any idea what "recover" actually does in the current build?
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It's been a while, but I think you have to rightclick on the control pod on the base and you can change it there, along with the name of the base/craft.
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I don't think you understood it correctly. They're just making it harder to accidentally end missions by moving the functionality.