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GavinZac

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Everything posted by GavinZac

  1. Ah, I thought they'd introduced some sort of new 'parachutes don't work' feature. Looking forward to the fix!
  2. Very clever solution. Very odd that someone at Squad purposefully added fuel weight to drag. I hope it's not a difficulty balance issue. I'll give it a go and see but all reports seem good so far!
  3. -snip- Chris, where does your license stand on this? You've stated it reverts to CC after 90 days of activity, but I presume that limit was to limit forks if you took some down time. If you're, ah, ending development, does that trigger this revert or should people wait the 90 days? While I actually think Cerebrate hasn't done much wrong here other than follow the rules - you made it CC after all - I understand 'backseat modding' is particularly annoying. It will be a pity if you choose not to go on because some people really, really want to use your mod. Please do reconsider.
  4. By writing their own code that the game helpfully loads up.
  5. Targetron lets you sort by distance, which will give you all the craft nearby, and then the ones far away. You click control on whichever you want to control.
  6. Do you get the sample science, or do I need to send someone to pick it up :/
  7. If it's a part that isn't in the game, ModuleManager won't find it and it won't be added. No adverse effects. If it's a module/plugin that you don't have being added to a part that does exist, MM will add it, but the Game will just write a long saying something to the effect of 'module PonyPower not found'. Still no real adverse effects
  8. If it were possible to create different categories of asteroid, a trans-NeptunianEeloonian object belt (worth more science) would be great, and perhaps even a few highly elliptical comets?
  9. Sure, although you can only detach one end, the other end is 'fake'. I don't want people to get the idea that it can be used like KAS struts either. It'll need to be tested, too. I'm not super confident that it wouldn't cause explosions. Quick tip you've probably already figured out but I will give anyway for interested readers: If you always build the struts from the lower stages up, so that you first click on a stage that will be discarded, when the stage is separated and the strut breaks, the end that remains on the upper stage is only a temporary graphical representation and won't be there the next time you reload. Can help keep things clean.
  10. Sounds suspiciously like node-size problem, since KSP now cares about nose sizes for joint strength.
  11. Perhaps experiment first and see if changing the node size allows different docking nodes to connect.
  12. Please don't make that default. It's partly for the realism of a little element of uncertainty that the clouds appeal to me. Landing at Eve is as terrifying as trying to land at Venus!
  13. Super, thank you. Is this the final release of the v2 branch?
  14. Node size determines the strength of connection between parts. Two 3m parts of the same weight as two 1.25m parts will flex a lot less when connected by appropriately sized nodes.
  15. No, as discussed above, hooks and winch lines currently pass straight through the asteroid. You can however mount radial attachment points and connect those, but it's definitely not the same!
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