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Lupi

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Everything posted by Lupi

  1. Oh, so THAT'S what that means! Man, that's a great change and I love it! That's gonna make fuel transfer so much easier!
  2. If you look at the release, a lot of things were replaced outright. The ones that weren't, changed too much and would have broken saves if the changes had been propagated to existing craft. The HECS was rotated 30 degrees and thus its control point would be screwed up for any existing ship that got the upgrade passed. The Mk1 pod and stayputnik had geometry changes put through. The RoveMate had nodes added and was rotated 90 degrees. However, many things were indeed updated in place, and not deprecated. Panels, the HECS-II, all the Mk1 tanks, some of the other probe cores.
  3. I did some testing on the weird draggy nature of spaceplanes now. Turns out body lift got a little weird. Posting it here so that folk don't have to go dig up another thread (video in post)
  4. Here's a brief overview of what appears to be wrong. I went to the worst craft i've ever made to test it, because it relied 100% on body lift. I'm sure they're already getting to the bottom of this, but here's an excessively simple explanation: body lift is pointing the wrong way and your planes are getting a bit more drag by accident. That's why you're getting less lift than you should, and having less delta-v.
  5. These new bits look nice! Good goin', yall, and thanks for listening in the end! Finally, some heavily requested features! We got the ability to launch kerbals in command seats from the editor we got delta v calculation for the maneuver node and y'al llistened to all the part feedback pats on the back or somethin', you guys!
  6. Honestly, you may want to see last week's thread to air those grievances. But in short, I imagine they're trying to think of how to do it tastefully, rather than vomiting clutter all over the screen like KER and Mechjeb do. Clutter that causes the game to stutter due to excess garbage data requiring garbage collection. So, for now, the navball might be the first step. They themselves said they were looking into how to leverage this in the future, so I'm sure they're thinking about it.
  7. @GrandProtectorDark, to go with what @Raptor9 said... The thumper is longer than two sections of the kickback. not by much, but by a fair chunk.at least by the width of an i-beam. all of the revamps shown so far are direct drop in replacements in terms of size and shape. Even the RoveMate, which they rotated and added nodes to, still looks to have had the same geometry as the old.
  8. Pretty sure that's just a cutoff view of the Kickback for visual purposes to indicate the use of SRB orange.
  9. Or Roverdude's USI/MKS stuff, which used to get rebalanced a lot and kept getting more difficult and adding more things you had to juggle. Dunno if that's still the case, though. So idk. After Home Grown Rocket Parts stopped updating i sorta broke away from using part mods for a while. Not because they're bad or anything, but i guess I find it fun to try to engineer my own solutions in stock. Means I guess I have it easy when the game updates; i can live without KER, visual mods, and so on for a while. I hear HGR is getting maintained now, and that the owner flipped the license to something more open. That's pretty neat tbh
  10. I'd imagine they're just decoupler shrouds. And on another note, maybe I'm in some weird niche audience of kerbal, but I've had a career save running since May 2016 with no issues due to updates? I feel like "the updates are gonna break all our ships and stuff" is a bit of overblown doomsaying? I think i had ONE upgrade related problem in all of my save, and I do crazy stuff with stock props, orbital shipyards, and all sorts of things. And that was like... a strut came disconnected on my orbital shipyard and made it wobbly. Based on what we've seen with 1.4, the 3-kerbal pod, decouplers, and the 2.5m tanks, the current approach to the revamp is to safely deprecate old parts, meaning all my upper stages with their oil drum tanks are still cruising along with no fuss, and from that I'd infer that anything with the old versions of these probe cores and 1.25m tanks should be fine as well. You can still even find all those old versions of the parts in the advanced build menu, for now.
  11. I feel like Kerbal is designed to be more general, with the exception of Making History parts which are designed to mimic historical parts. You can make vehicles based on all of those things in stock by combining the existing parts, like shuttles are pretty easy (if accurately hard to perfectly balance). Or you can download mods. I don't think it's necessarily Squad's job to make every specialized part, as much as it is to make a general box of space lego.
  12. Hey guys. Hey. They listened. That's a checkered FL-T400. They got rid of the top stripe on the RT-10. We got not one but TWO plain-ish variants of the 1.25m tanks. They're listening, guys.
  13. You've gotta be taking a rover awfully fast to be worried about drag, don't ya? Can any of the wheels go that fast? (Yes, i know, There's plenty of uses for this part. It's on every one of my deep space probes and resource scanning sats so i can find anomalies, lol)
  14. Purely speculation, but i wager they're already looking into what everyone's not-so-subtly suggesting, but haven't decided on the best way to implement it yet, or at least, the best way to do so within this timeframe. So, we get the navball first, and maybe more in the future.
  15. WHat a lively change to the RoveMate! it's always been sort of the black sheep, the ugly duckling of probe cores, what with the orientation issue. I'm glad to see that not only did you guys fix that, but you added more nodes!
  16. The new stuff looks nice! I'm sure people will have more detailed feedback in the coming minutes,/hours/days, but I like how the foil looks on the QBE now!
  17. To the best of my knowledge, Console work is tackled by Blitworks, who are an outside company hthat squad can't necessarily get weekly devvelopment statements from? Maybe? They can only speak for themselves, i imagine.
  18. I like these! It's nice to see variants for the pod, making it useful into the far future on clean white spaceships! And these probe cores look so much better, perhaps even better than the ones we've already seen get redone!
  19. The debate here seems to be missing the points I thought people were trying to make, and I'm gonna try to summarize to the best of my guess what people are thinking. I could be way off base, but here we go: As usual, there's something to be said here, but y'all are doing a poor job of making it worth hearing. What, really, turning the thread into a "preorder simplerockets 2" conversation? People don't want porkjet replicas so much as they want synergy with his work, parts that visually fit with the ones he made during his time at Squad. Sure, you can't replicate Led Zeppelin, but you can do a darn good imitation of it, like Greta Van Fleet. They don't want the game to be a mishmash of styles from multiple developers and from multiple mod acquisitions over the years, and they just want their craft to look nice no matter what parts they use, instead of having to make some really weird decisions just for the sake of keeping the whites matching on their hulls. And to that end, these people are wary of the revamps to these parts. They're seeing the revamp introduce a new sort of design language that goes against the direction that the game started to head towards release, and they're drastically overstating their dissatisfaction. By at least the more reasonable accounts, the new parts we've seen are fine. They're not terrible, they're not the death of the game. To those who are the loudest in these threads, though, they're a disappointment. A revamp that just adds another design language to the game. And it seems that some of those who feel the above way can get a bit unduly hostile about it. Yes, there should be a dialogue between those working on the visual aspect of the game and those who look upon it for hundreds of hours of play, or those who have to design their mods to jive with that style (or multitude of styles, in this case), for sure. But it shouldn't be this hostile. As a community, we should be able to hold that discussion in a civil manner, which I don't think we've been able to in recent weeks, for sure not since the 1.25m tanks dropped. I certainly try my best to cut through the attitude and simply state my opinions on a part in an attempt to add to the conversation, and I've even logged feedback reports on the bugtracker when prompted so they have a list item to consider. And that's the thing, I treat them as opinions, as we should be. It's subjective that I think two yellow stripes on the RT-10 is a bit repetitive and unpleasant to look at, it's subjective that I think it would be better with no stripe on the top segment. And thus, I keep my feedback limited to "i think the part could be improved if we did it this way, instead of that way." If you guys spend your time in these threads making the art team that silently read this feel like human garbage with your "feedback," you're not doing it right. If you guys take this opportunity to show off modmakers' attempts to do the same thing "but better," you're probably not doing it right either. I'm not sure. Perhaps we should have a discussion on why you like those parts and dislike these, just lay the parts out on a proverbial table and see if we can't set some discussion up. I don't know if that's possible, but that might be cool. Dialogue isn't, and shouldn't be, a [redacted]-measuring contest. Don't let your ego, or the chip on your shoulder, get in the way. We can probably do better, though let's be honest I'm gonna be eaten alive for this.
  20. Because if they didn't say anything about any bugfixes at all, people would complain about that. Blasted if you do mention an attempt to fix bugs, blasted if you don't.
  21. ...you do realize when i say "public release" i mean the KSP weeklies and other blog posts, not actual versions of the game, right?
  22. What i'm saying is that Squad's management likely have a tight grip on what is publicly said and shown. The developers who are working on all these problems are doing so silently while Squad only approves "visually complete" things for public display. You didn't see my 50 or so bug reports from playtesting what I did all those months back, because those were on a restricted tracker that only squad and those playtesting that specific thing could see. Just because you don't see things changing on the public tracker doesn't mean they're not happening behind the scenes. If they cloned one of your aforementioned 1200 bug reports to it, you wouldn't know. But they'd still be working on it. There was a time when Squad was okay talking about bugs, but then someone up top got it in their head that it would be unprofessional to be open like that. Heck, some of Kerbal's development was even livestreamed. But now, whoever's in charge of approving content for release has decided "No, only stuff that reflects well on us, so we seem professional" even though it just makes them seem distant, disconnected, and uninterested.
  23. I'm not talking about Making History on the whole, i'm talking about the supposed core feature, the mission builder itself. You know, that thing that was so poorly described and displayed that people thought it was gonna be a career mode revamp? We got maybe 1 or 2 indev screenshots over that year of the builder itself, until the very final stretch where I presume they started approving "finalised-looking" pictures of it for release. For most of Making History's development, the only complete-looking stuff they could show off were parts, so it's more of the same now as it was then. There's more I wish I could say, but then I would be running way afoul of not one, but TWO NDAs. Lucky me, being a content creator AND a playtester. Only reason I even said what I did is because it's either public knowledge, personal speculation, or something I observed before signing either of them.
  24. Right. It's not like Squad has dozens of people on staff working on those behind the scenes, silently cloning the bug reports to their internal tracker as they tackle them, since NDA or whatever probably keeps them from updating bugs on the public tracker until release or something, idk. It's not like the art team is working on their own thing simultaneously, independently of QA and the other developers. It's not like Uomo and Badie probably have to fight squad's draconian higher ups for clearance to release anything at all, and likely only clearance to talk about and show "finished" content. (Why do you think nobody saw the dang mission builder until like a month before release, and all we got were part teasers?) What, Squad is a centralized mess where the heads interfere with open dialogue and developers are held to silence over most matters? No way, they're totally just lazy. Also, my joystick has worked fine since i first plugged it in and bound it in the main menu settings, so... idk what problem you're having.
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