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BudgetHedgehog

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  1. Hullo everyone, and here's the summary for Squadcast 05/02/2015. Sorry for spelling mistakes, I'm a terrible transcriber. I try and clarify what is an actual quote from Max (if it's wrapped in "quotation marks", it's the best transcript of an official Squad member you'll find on the web), and what is a summary from myself as I'm aware I switch between the two with 0 notice. When I say 'Squad', I mean 'the relevant people who are currently developing the game'. As always, this is just a transcript of an off the cuff vlog of a non-native english speaker - some details may change or be entirely incorrect. Some mentions of 1.0.1 have already been noted in the patch notes, I know this - this is summarizing the Squadcast Squadcast Summary for 2015-05-02 - Watch it here! Monday morning, Max is picking Romfarer from the airport, then later, Kasper and Mike - they'll be planning the year for KSP and having a general vacation. Also, skydiving. "OMG we're out.. I don't know what to say, except I'm completely exhausted in every way..." - everyone at Squad is super pleased at the 1.0 release of KSP, but it's also been a tough week on them. Max is amazed at the PCGamer review - 2 points behind HL2! Incredible stuff. Updates 1.0.1 and 1.0.2 added a part and a few bugfixes/rebalances. 'Chute drag has been tweaked in 1.0.1 so they're not so OP. Deploying them early will now actually make them ignite so watch your re-entry corridor! Up until 1.0, not a dime was spent on marketing but with 1.0, they did a bit advertising on Youtube but had a few requirements - the youtuber had to be themselves (just do whatever, bugs and all), and had to include a paid-for disclaimer. Twitch chat asks about drills and heating... why no radiator part? Max: "...that would have been more complex, for now tied to engineer skills... not 100% sure it will stay that way, but for now we think we're OK." Max seems to be describing how it is in the patch today, heating problems are gone, and engineer skill affects the drilling yield. So, Max implies that they are OK with the change, but, leaves open the possibility of looking at the heating idea, later. (thanks @basic.syntax for this bit) Old gravity turn (45@10k) really doesn't work, what is needed is a gentler turn earlier. Really does help. KSP 1.1 news! Some things Squad can't share, but at the moment, updating to Unity 5, x64 support, more info next week. Has U5 been tried? Yes, it shows cool stuff, but more thought and effort is needed to give the KSP community what they deserve. Preliminary testing shows promise though. ÃŽâ€V display that was promised will probably be available in 1.1. Aerodynamic overlay too - it turned out be very easy to add on to and ended up eating a lot more of Squads time than desired. 1.0 was held back almost a month or so - it got to the point where Squad were like 'yeah, we should probably release this...' Next week, keep an eye on the social media - lots of news and discussions about the future of KSP. And that concludes Squadcast 02/05/15, see y'all later!
  2. Don't deploy the chute so early. Wait until all the re-entry flames have disappeared to deploy it. (presuming KSP 1.0.2)
  3. Excellent stuff - get in mah Gamedata! Thanks for the update, I missed the tweakable Engine fairings! Also, not sure if this is stock of StockBugFixModules (doubt it), but the radial decouplers have a tweakable Force Percent that can go down from 100 (presumably percent) to 0. What's all that about? I really need to investigate this when I'm a little bit less distracted..
  4. At a guess, the problem lies in the fact that EVA Propellant has no unit cost (or density) defined and as such is probably causing a few NaN-esque errors. RESOURCE_DEFINITION { name = EVA Propellant density = 0 unitCost = 0 hsp = 3000 flowMode = NO_FLOW transfer = PUMP isTweakable = false } Could be wrong though, I dunno.
  5. Yeah, that's what a completely wrong errordynamics model will do - you need to relearn everything about aerodynamics that stock 0.90 and before taught you. Pretty much every single craft built before 1.0 will have aerodynamic issues (unless you used FAR etc) because there simply was no reward to making it aerodynamic. Of course, I don't care if you quit the game, but if you want to learn, you just need to make your rocket look like a rocket. Streamlined, tall, thin and with no major sticky out bits, it's that simple. No university degree in aerodynamics required. Also, if you don't understand how Scott controlled his vessel, that doesn't mean they ruined the game, it means that you don't know how to control vessels (to be blunt). I used FAR from 0.23 onwards and the new stock aero is completely intuitive and fun to fly in and I've had zero issues that I didn't understand the cause of (I've had a few flips, but I know that's because my AoA was too high). Squad didn't ruin the game, they fixed it. A bit later than I'd have liked, but fixed it all the same. Don't like it? Keep playing with 0.90 soup.
  6. The problem of KER not clearing its input lock correctly after expanding to advanced then back to compact has returned. In this picture, I'm placing the second part of the long strut to the top adapter, but KERs input lock is present, despite the cursor being nowhere near KER.
  7. I saw it happen in 0.90 several times but put it down to one of my many mods, but Scotts latest video on a (presumably) stock 1.0 install also displays this behaviour. It's pretty funny, to be fair - it's like the text isn't part of the UI and is attached to the actual world space instead. I never found anything in the output log that mentions this, it's KSP 1.0 (and 0.90) and while I don't know Scotts specs, I can post mine if you think they're relevant. Here's the video (unintentionally displays reproduction steps as well). Skip to 9.10s: https://www.youtube.com/watch?v=d74m3qThOoU?t=550
  8. Equivalent airspeed (EAS) is the airspeed at sea level in the International Standard Atmosphere at which the dynamic pressure is the same as the dynamic pressure at the true airspeed (TAS) and altitude at which the aircraft is flying.
  9. Well, Sensible Screenshot certainly looks pretty nifty. Using it for sure!
  10. It's actually a separate issue with Virgin Kalactic - here's the fix for 0.90, but I don't know if it works in 1.0 and if it does work, I don't know if the nodes are 1.0 approved (the issue you mention).
  11. When a kerbal goes on EVA, s/he is subject to high G-forces while/immediately after spawning on the hatch ladder. It doesn't really cause a problem per se, but the huge camera shake just feels odd - anyone could easily think it's some form of ragdoll glitch where the camera can't keep up with the super ragdolling kerbal or something. Maybe it's one for the Misc Utilities pile as it's not exactly a bug... either way, it's pretty jarring to be in calm, serene space and I'll just pop on EVA a min-BLAFFGDJADKAHJK-ute.
  12. Can confirm. I think it used to happen in 0.90 as well, but I thought it was a quirk of OpenGL - it's happening pure stock in 1.0 now.
  13. Also, if they could in places other than LKO, it'd be great. That gets boring pretty fast.. Half tempted to see if LostInSpace is still working...
  14. Just another note of thanks for the thermal helper that you can ignore
  15. Say you have multiple cockpits or crew compartments of the same type on a vessel you're about to launch and you want specific kerbals in specific ones. For example, I want Jeb in the lower cockpit and he'll stay in there so I can obstruct the hatch as much as I like, leaving the top one clear for Olivia to enter. But, there's no way of really knowing which cockpit is which, you have to guess, basically. My suggestion is to use that fancy edge highlighting to highlight the cockpit when I mouse over it in the crew tab. Something like this: Please excuse the awful 'shop - I don't have the steadiest hand and none of my screenshot software captures the mouse so I had to use one from one of the 1.0 preview pics.
  16. Welp, there goes my 'just a few mods and only then a week after release'... ¯\_(ツ)_/¯
  17. Thanks for updating, sarbian - having used FAR before, I completely ignored MJ in atmo anyway, but in space, it removes a lot of the tedium. Many thanks again
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