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Found 5 results

  1. Hello its me DAFATRONALDO2007 IN SPACE and i added this discussion thread so we can all express our appreciation to the developers of KSP2. if you didn't already know, its a good sign when devs. are in good spirits so lets keep it that way. You can simply type something nice for the devs. or give a shoutout to them, you can also give appreciation to the moderators who have to moderate the forums tirelessly day after day. and yes, if you want, you can give appreciation to someone in the forums. At the end of the day, We are all in this Together. So let's spread some Kerbal Kindness! Sincer
  2. So I was thinking about how the devs were going to approach the problem of new solar systems. As we all know by now, new solar systems are a major part of KSP2. It is the main reason behind the new parts and even the game. So how are the devs going to handle new solar systems? I came up with two ideas (feel free to suggest more): 1. Hand crafted planets If you are like me, then this is the first idea you had when you heard the words "interstellar travel". But this would be insanely limiting. First the devs would have to make a sun, planet, any moons and all the other planets and ext
  3. as the wiki page states you need to have a understanding of the forces at play to get the most out of your turboprop i want to use the kal-1000 to dynamically change my angle of attack relative to my air speed but cant find a way to do so. alternatives are welcome because i cant find any way to change the attack angle passively that would be effective.
  4. Just a suggestion that will probably fall on stony ground. I suggest that mod makers MODULARISE their mods. A core mod which does the very basics of what a mod was designed for Then separate downloadable modules which the user can decide if they want or not. Keep it simple. Mechjeb : should have just the three basics of repetitive use. Launch assist, Precision Landing and Interception. Kerbal Alarm Clock : should have it's basics of Node alarm and transfer window alarm. Kerbal Engineer: should have just the DV guide. I chose these three as they are the mos
  5. This question is generally addressed to the game's developers. With 1.1.3 update custom audio filters stopped working because the OnAudioFilterRead(..) method isn't called anymore. The same code works in KSP 1.1.2 and doesn't in KSP 1.1.3. Since the Unity build remains the same according to logs, I have a strong suspicion that something has been changed in the game's code for that part. I use them in the following manner: Get all available AudioListeners and add an instance of my custom audio filter to each of them. Of course, it extends MonoBehavior. Do I need to enable au
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