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Rizendell

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Everything posted by Rizendell

  1. The parts are still there in .23, but the windows do not open. GL fixing it.
  2. Is the forum server connected to the store server?
  3. Anyone else think that it's kind of silly that they don't hand the download off to a data center so they don't have to worry about us crashing it?
  4. Make sure you build your space craft with a TWR of higher than 1 and a little more than 7500 m/s delta-v. You can double the delta-V if you want to return, so make sure you can land your ship halfway through your delta-V. Also you don't need as much thurst to get off of duna to return.
  5. Now all he needs is a giant hammer-shaped spacecraft to pound trolls into the ground.
  6. Just saw this in the unity patch notes "•Added support for some DirectX 11.1 features (low precision shader variables, UAVs in all shader stages, logical blending operations etc.); note this works on DX11.1 runtime only (Windows 8 and up)." So they are moving towards dx11.1 but it seems they forgot about 64 bit still... which is just laughable.
  7. I would have REALLY liked to see "Fixed the audio popping while the engines are firing between loops of the same sound bit".
  8. make sure that you are below 100 km when you pick your landing target otherwise it doesn't register the elevation at the point you pick and just goes for sea level.
  9. Actually making it to space with these giants and then docking them together successfully without crashing the game.
  10. Hello, I am wondering if .23 will be launching at midnight or if there is some set time that we can expect the download to be available later in the day. That is all.
  11. my suggestions: 1. Make experiments take reasonable time to complete (i.e. a few hours/days/weeks depending on the module) 2. Let equipment collect data without the need to right click while trying to fly. (its just too tedious and takes away from immersion) 3. Antennae should not get worse as you progress up the tree. (i.e. two com 16's are better than one com 88-88 because of mass and energy use) 4. Antennae should deploy like solar panels/landing gear, and should not retract and extend on their own.
  12. I'm sorry, but the antennae get progressively worse as you go up the tech tree and the need to right click experiments while flying and transmit the data and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over to progress is a terrible mechanic. I suggest that experiments actually take reasonable amounts of time to complete instead of this non-sense spamming right click and then sending the data. and the antenna's need a serious revision, specifically in terms of the damn deployment animation needing to happen every single time. I mean why the hell create the ****ing career mode if people can complete it in two or three launches because of bad game play mechanics?
  13. Just want to add that I think its complete bull**** that they would have you research up into the 88-88 only to get a worse piece of equipment. just look at the mass of the com 16 in comparison. For the mass of one 88-88 you could attach 5 com 16's. then look at the electric use per packet, they increase across the board as you go up the tree. then look at throughput... oh great instead of transmitting 25 mb in 5 seconds, you can do it in 3.... oh a whole two second improvement... woo hoooo! Not. Then there is that constant deployment and retraction of the damn things. dont even get me started on the need to manually click on experiments and transmit data while trying to fly at the same time. i think .22 is nice and all, but the implementation of the need to right click and transmit over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over is ****ING BORING
  14. they don't. the drag coefficients all get added together, so its still a pointless part that does nothing but add drag and mass. Maybe one day they will reduce the drag of the parts under them, but not in .22.
  15. Thanks for the quick update! Really love the changes. Just one question, I cant seem to find the air intake to provide the KIntakeAir to the zero bypass engine, do I just need to hack a save file or is there a part for it?
  16. Stage 5: 8 x 4 = 32 engine first stage. Stage 4: Parachute deploys at separation of liquid fuel engines and tanks for recover. 8 x 1 = 8 mainsail second stage continues burning using RCS to aid in vector alignment. (tracking apo at 100km) Stage 3: 8 x 1 = 8 mainsail second stage continued for 400 m/s while applying counter clockwise roll to induce a barrel roll. Stage 2: Parachute deploys (for recovery of mainsail engines/tanks in ocean via parachutes) and centrifugal separation occur. 8 Nuclear Engines become active with 4375 delta V (TWR .58) KETHANE MINING KETHANE MINING KETHANE MINING!!!! The landing legs work great!!! The parachutes ensure landing on a planet for reuse) 18000 kethane tank w/ engine and intakes. (just need to hack the K into the file) +.... I always tend to over achieve. 2x speed to orbit + Haley Reinheart lots of engines... and 8 nukes stuck on a jumbo kethane tank and single (large) kethane tanks w a large converter, 24 radiothermal gens, plenty of fuel/thrust for moon landings + 12 parachutes and landing legs. [ no lights, sorry, I forgot ] The Kintakeair is broken... the part is missing. I used the intakes on the side as a placeholder so that I can hack the save file to convert them. Just need to add a K to the part in the save file to enable the engine once we have mined some sweet kethane in .20 with 2.08 mechjeb to help us out.
  17. http://imgur.com/a/sU2kb I did this a while ago back in .18. the plan was originally to mate the two halves together, but Im not sure how the game would react to that many docking ports together at once, so I just went with an RCS fuel pylon between them.
  18. I actually did this a while ago in .18. I saw someone's screenshot of one of these things and decided it wasnt big enough. so I made it bigger, and then decided it needed a friend to help it slow down (plan was for interplanetary travel). so here are the screenshots i captured of it.
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