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Everything posted by klesh
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Pilot Diameter on Coupling
klesh replied to Castille7's topic in KSP1 Suggestions & Development Discussion
Huh? TR-XL Stack Separator is now the TS-25. Rockomax Brand Decoupler is now the TD-25. Rockomax XL Brand Decoupler never existed. The TR-38-D was the old 3.75m decoupler, now replaced by TD-37. -
Ahhhh, it has to be the top plane of the launchpad. Standing on the ramp gives results as grassland, as does standing under the launchpad.
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Does it? Running around the launchpad, even standing directly on it gives me only Grassland and/or Highlands surface sample results.
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This is still a problem in 1.4.2 There is a problem with the ladder at the Woomerang launch pad. It has no collider (you can walk right through it) and it is not climbable. The spawnable launchpads from MH do not have this issue, as their ladder does have a collider and is climbable. Here you can see I have spawned a 2nd lanchpad at Woomerang and am able to interact with the ladder as expected (you see the [F]: Grab prompt). You can also see when I walk up to the standard Woomerang launchpad, interaction is impossible and there is no prompt.
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Interesting. I have definitely climbed the ladder on the spawnable launchpad via the mission maker, which is the same launchpad as is at Woomerang. I’ll have to try the one at Woomerang too. Edit: gave it a try, you're right, I'll make a post about it in MH support.
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DLC Idea: Universe Editor
klesh replied to Red Thought's topic in KSP1 Suggestions & Development Discussion
Squad now has a significant user base to which “use a mod” isn’t a reasonable answer because they legitimately cannot use them. -
Pilot Diameter on Coupling
klesh replied to Castille7's topic in KSP1 Suggestions & Development Discussion
Lets not forget the Expandable Airlock is also a 0.625m docking port jr when extended. -
The Soyuz side booster tank has an error in its config
klesh replied to fourfa's topic in Making History Discussion
Hey! I posted about this last Wednesday! What took him so long? -
fourfa sorted out the issue with the .cfg and posted a fix here:
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Manley did a video ages ago. For debris coming at you from the opposite direction, the game is not fast enough to calculate a collision. I suppose if you were going at some other angle such that the collision was slow enough, you might run into something and have it actually hit.
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Wolfhound & Cheetah engine thrust off-center
klesh replied to Tyko's topic in Making History Discussion
For what its worth, I never even noticed the off-center thrust on the Wolfhounds as SAS seems to be enough to keep your ship on course. -
Mun North Pole needs fixing.
klesh replied to klesh's topic in KSP1 Suggestions & Development Discussion
Poles present some pretty unique situations. The Mun north pole specifically didn't have this problem a few editions ago. I often go to the poles to plant a flag right on the specific spots. Here we have the South Pole of Minmus in 1.4.1: We are nearing 3 years since the 1.0 launch of the game. I really don't want to see gaping holes in planets anymore. -
Wolfhound & Cheetah engine thrust off-center
klesh replied to Tyko's topic in Making History Discussion
There hasn't been a game update post MH lauch, so no it hasn't been fixed. I imagine it will be fixed with the MH patch mentioned in this week's KSP Weekly. -
By installer, do you mean the one from the KSP store? Apparently that tool hasn't worked for ages, and the suggested method is to download 1.4.1 in full, and the MH expansion in full. I use Steam, so I can't be of help with exactly what you're seeing, but I do know that people do not use the installer anymore.
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Custom difficulty is where its at. Even if just for the sole ability to decline a ridiculous contract to make room for a possible decent one without a penalty to my reputation. I refuse to take a hit for not wanting to bring 7,000 units of LF to the surface of Moho.
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The Wolfhound is supposed to be "in league with the Poodle", per Squad. Compare the asl ISP's with that in mind. They're definitely not swapped.
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That's one of the things I have noticed that's not fun about this expansion. Someone has chosen to "enhance" the story by using certain language that the mission editor/builder doesn't actually support. Its an attempt to make it more fun sounding, but it ends up frustrating the user. An example is the very first mission that gave everyone a terrible first impression of the missions. "We might not have enough fuel to fill the tank!" is the flavor text of a nascent space program worried about resources. But when you pull out that SRB it absolutely has enough fuel to fill it, in fact its already full! The goal was to get to you lower the fuel amount, but the game itself cannot support giving you an SRB that's not fully fueled to start with, so why make flavor text that only hints at some storyline in the designer's mind that can't be replicated by the builder? You could tell me we need to make room in the SRB tank to fill it with rainbow colored zebras too, but since there is no actual rainbow colored zebras in the game, its all imaginary flavor text. Why not say "The Engineers report the SRB will overfly our target, so they suggest lowering the fuel amounts prior to launch". Thats a different flavor text that directly tells the user they have to do something, but also invents the fun of Engineer Kerman telling you stuff.
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Yes, this thread was from 3years ago when the x64 was not the most stable. Its fine these days.
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I just hope they are seeing them. I know the bug tracker is the preferred place to post bugs, but I’m not being paid so I’ll post them where Its easiest for me.
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Yes, the dlc is required to play missions.
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The Wolfhound and the Skiff's stats seem to be switched
klesh replied to Whirligig Girl's topic in Making History Discussion
The only mention of it in the KSP Weekly that I can find says that they are intending it to be “in league with the Poodle”. The current stats are way closer to the Poodle than the Skiff is. I dont think they are switched at all. -
The Wolfhound and the Skiff's stats seem to be switched
klesh replied to Whirligig Girl's topic in Making History Discussion
Interestingly, of all the filenames for the 8 new engines they added, only the Skiff and the Wolfhound share the RE prefix: Not evidence per se, but the case for them being switched by mistake gets a little easier to imagine. Regarding the Wolfhound, Squad said this (my emphasis) when previewing it in the KSP Weekly: So that was their intention, at least at that point in development. However, as it stands now the Wolfhound's ISP vs the Poodle seems kinda "in the same league", certainly when compared to the Skiff. Poodle ISP: asl-90, vac-350 Wolfhound ISP: asl-70, vac-412 So a little worse in atmosphere and a little better in space. Ok, alot better. Asl-70, vac-370 is maybe a little more reasonable (-20/+20)? 412 is pretty high. Skiff, meanwhile is clearly designed to be in the atmosphere: Skiff ISP: asl-265, vac-330 I can't look at those numbers and say they engines are mistakenly switched. That looks like pretty much like they intended them to be. -
Right now there is a bug with the Mk2 Command Pod's original EC consumption rate (it is 1.2ec/min instead of ec/sec). With your MM patch, the Mk2 Pod comes out to using 0.3ec/sec, which is certainly 15x more than its normal rate, but still woefully behind the others and not at an unusually high rate like you're trying to accomplish. I don't know if you want to make a special consideration for the Mk2 Pod with a higher multiple, as you'll just have to change it again when the rate gets patched by Squad, presuming they patch it.