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About Wampa842

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    Duct Tape Manufacturer

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  1. I still think releasing the game after just one beta version is a bad idea, and I'm willing to bet a fortune and a half on some crippling bugs getting through the QA and Experimental testing, no matter how skilled they are.
  2. I know how sorting works, and, well, it does not. It kills the purpose of sorting (being able to find an item easily by one of its properties) because one, other than some exceptions, nobody remembers the arbitrary letters parts are called; two, it takes an eternity to browse through multiple pages of parts, only to find one of the wrong size; and three, I don't think anyone really cares about the other three sorting methods. This has made building generally unenjoyable and annoying. Like I said, what used to be a nicely organized list is now a heap of junk. Forum rules prevent me from saying what I think about squad's sorting.
  3. My biggest problem with the new editor is that the part list became an awful mess. In previous versions, parts from the same mod were always grouped. I had a B9 group, KW group, KSPI group, etc. Now it looks like it had gone through a blender. Looking up the right part for the ship now became unnecessarily annoying. (Less dedicated players might even give up and just play something else.) If you could, please add an option to use the pre-0.90 sorting. (because really, there's no point in sorting by mass.)
  4. Here's my random idea to solve it. I doubt it'll be the one that works, though. Also, it's a very cheap workaround. Maybe you could use the Procedural Dynamics method to create an invisible "dummy" wing that provides the wing data, but is otherwise unnoticeable. You could then use your own procedural wings for visuals only. No lift, no drag, no weight; practically a hologram. It of course means having to handle two objects using two different methods, which means double the required resources and twice the chance of something going haywire. I could be wrong, I don't know how FAR works.
  5. Launching the Snowstorm. It's the Russians' take on a space shuttle-like vehicle, the Buran. The main difference is that it uses an actual carrier rocket instead of a side tank, which eliminates the need for costly gimbaling engines on the orbiter. And I still managed to fail miserably. The craft doesn't glide well, and some parts generate way too much drag for their shape. I expected it to land in the desert but barely reached land.
  6. Did the test, I can now confirm the obvious. [table=width: 500, align: left] [tr] [td]Action[/td] [td]Memory usage[/td] [/tr] [tr] [td]Empty SPH[/td] [td]2 591 500 KB[/td] [/tr] [tr] [td]Mk2 Inline Cockpit alone[/td] [td]2 591 376 KB[/td] [/tr] [tr] [td]Procedural wing dragged onto the editor[/td] [td]2 591 752 KB[/td] [/tr] [tr] [td]P Wing attached[/td] [td]rose steadily (~ 2 MB/s) until I detached it at 2 605 024 KB. Did not leak when I reattached it.[/td] [/tr] [tr] [td]Opened P Wing tweakables menu[/td] [td]2 614 900 KB, started rising a few seconds later.[/td] [/tr] [tr] [td]Detached at 2 700 092, tweakables menu closed[/td] [td]rising, but significantly slower (~200 kB/s)[/td] [/tr] [tr] [td]Reattached and reshaped[/td] [td]rising at ~2.5 MB/s[/td] [/tr] [/table] I didn't have to wait long until KSP ran out of memory on its own at 3 773 672 KB. *edit* A little bug report, control surfaces tend to stall with full deflection at subsonic speeds. It doesn't seem to occur above mach 1. http://i.imgur.com/OvlngsD.jpg http://i.imgur.com/pYQ69E7.jpg http://i.imgur.com/FgU5tXT.jpg It's just a minor bug, the stall never goes above 1%, but I thought it's best to report it.
  7. Wait, does that mean you can destroy your own craft by having incredibly bad luck and getting caught in the disc of death?
  8. Launch of K-306 "Frontier". I call this the shuttle sandwich. Sometimes I go over the board with interplanetary vessels and aesthetics. Sometimes they are too wide to fit into a fairing, and too long and wobbly to be stuck on top of a lifter without support. This is what I came up with as a solution. Due to its size and shape, it cannot be turned inside the atmosphere. Instead, it uses two thirds of its fuel to launch the Frontier into a high ballistic trajectory, then uses the rest to raise its periapsis. The lifter tanks are jettisoned before reaching orbit, the Frontier then uses its own fusion-powered thermal rocket.
  9. Yes, it's very hard to dock to that port (either it doesn't have collision or it isn't animated correctly), but it's possible. Use translational thrusters to halt the bouncing, it'll dock eventually. The sweet spot is just a little over the end of the port.
  10. What is this update like in terms of memory saving and resulting quality compared to the previous one? I'm asking because when I had ATM 3-8 and huge mods (B9, KW, KSPI, Umbra Space Industries) plus many smaller mods, my game was near crashing at 3.2 GB while still looking like it had gone through the Kraken's digestive system several times, and I'm not sure it would be worth it to leave it running at night. (my computer is not particularly fast.)
  11. I'd add a bit more realism too. Remove on-rails physics, and extend ship loading range to the entire playable universe. Also, remove time warp, it's too OP.
  12. I think I just found my new favourite toy. It's an addon for BahamutoD's armory, made by SpannerMonkey. I was just trying to shoot it when I accidently blew up the VAB. There was no stopping after that.
  13. Light Gunship LK-2 It is a flightless bird, literally and figuratively. While it was originally designed to be an SSTO orbit-surface-orbit bomber, its engines had insufficient thrust to push it into orbit. In the end, it was redesigned as a light orbital gunship. An ascent fuel tank and engine was attached to its rear docking port, which was jettisoned in orbit, as well as the wings. The ship is equipped with four swiveling turbolaser cannons, but they don't seem to swivel, so the sluggish gunship can only fire forward. It's nice to look at, though. Now, onward to two thousand pages!
  14. Loud, ugly, and probably the most dangerous thing to ever lift off within 50 metres on the runway. The Z-5 TASTOL (Thruster-Assisted Short Take-off and Landing) earns her rightful title of Monstrosity. The craft doesn't entirely rely on its wings. On the runway and early in flight, when the wings generate insufficient lift, 24 pulse detonation thrusters help the airplane stay in the air. The downwards thrust is not nearly enough for vertical takeoff, but it makes taking off at 30 m/s possible. Likewise, landing can be done at around 40 m/s, as long as you can slow down to that speed. Assisting thrusters are turned off in flight upon reaching the normal traveling speed of 230 m/s. Despite the name, the Monstrosity has remarkable stability, even at supersonic speeds. Quoting a test pilot, "this thing breaks in half before you could stall it!", and then he broke it in half.