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klgraham1013

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Everything posted by klgraham1013

  1. I apologize if the bug we're talking about isn't the bug you'd like to talk about.
  2. Awesome. I wasn't sure what access new buyers had. Good to hear older versions are still accessible. I figured it'd just be back a few versions. Like 1.4.0.
  3. Thankfully, the World Stabalizer mod exists. + Ability to use the Tracking Station Evolved mod. - Mk3 Ramp destroys deployable solar and radiator panels on entry and exit. Unfortunately, new buyers don't have a choice.
  4. Okay. Yeah. Solar panels breaking first time. No where near any visible collidable surface. Didn't notice before because they had broken so early. Noticed after loading my save that they were already broken. ... Yep. It's almost guaranteed to happen on my test craft. Just a Mk3 ramp and bay with 1.25m fuel tanks to stabilize, and your fuel truck. Happened at 2.4m/s. It also didn't show in the F3 log. This is really frustrating. I really want to use Tracking Station Evolved, but using the Mk3 Ramp as a ramp is pretty common for me. I guess this wasn't the update I was looking for.
  5. I'd like to confirm this. I felt I was having just as many explosions entering. I'll do more testing tonight.
  6. @XLjedi @SQUAD It definitely appears (not visually) that the front of the rover collides with the ramp. At high enough speeds, parts on the front of the rover are damaged against the non-ramp side of the...ramp. As it's not happening at lower speeds (<5m/s), my guess is the collision may always happen, but the crash tolerance of the part is holding up. This is a weird one.
  7. There is certainly something weird going on, but it happens differently for me. I tested your craft just now, and the basic fins on the front explode maybe 30% of the time. It's odd, because the clearance is around the same as the Mk2 tank, and the tank doesn't seem to touch (visually or not) the Mk3 bay at all. No deviation in movement. I have yet to have a panel explode. I do get the impression that speed is a factor. What really bothers me is that, visually, this shouldn't be happening. The basic fins don't appear to collide with anything, yet the log states they do. If Squad is positive that the Mk3 bays and ramp have correct colliders, I'm not sure what it could be. I'm trying to think of the last time Squad implemented a feature that would get me to update like this one would. Something that I couldn't duplicate with a mod. This has been something I've wanted, and given up on having, for a long time.
  8. Okay. Let's sit back for a few, and wait for the dust to settle. Fingers crossed that this is the update I've been waiting for.
  9. What's up with Kopernicus on 1.4? I'm still in the 1.3.1 club, so I am unawares.
  10. ...or how about they give us a 2.5m engine, intake, fuselage, and pylon as separate parts. You know. Like they did for the 1.25m parts. The entire line of model kit plane parts were a disappointment. More lego. Less model kit.
  11. The mission builder is not connected to an overarching career in any way.
  12. i feel like this question has been relevant for almost as long as KSP's development.
  13. Personally, I think Kerbal's should only get one while on EVA. EVA pack or parachute. You could switch them within the cockpit. In a similar vein. EVA packs should be the unlockable one, not parachutes.
  14. All known facts about NDAs are under NDA.
  15. That was more a rhetorical post. I don't expect to ever know an answer.
  16. Porkjet was hired by Squad to do art assets for the game. How on earth Squad wouldn't own those assets is beyond me. There has to be more to it.
  17. Yeah. Porkjet already did it. I still wonder why the didn't add them in for 1.4. Any answer is under NDA. So, we'll never know.
  18. What's complicated about USI-LS? Are you thinking of USI-MKS? If this were the case, sequels would never be made. I, for one, think there could be great profits in a KSP2. (Notice I didn't say 2.0.)
  19. No problem. Just limiting misinformation.
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