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Alshain

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Everything posted by Alshain

  1. Nobody is trying to be elitists, we were offering suggestions to improve the gameplay without waiting for Squad to do something that is, quite frankly, not likely to happen... at the very least not soon. The fact of the matter is, Squad kinda likes things to explode for beginners and having a plane that needs the lip of the runway to take off is definitely beginner. That's not meant to sound superior, but it is beginner. I certainly don't speak for them, but I don't predict they are likely to ever remove those lights. I strongly suggest you spend a little time getting to know plane construction better and before you know it you will be building planes that fly without really thinking about it, just like rockets. Everybody starts off knowing very little, even those who fly real planes don't know all that much about building them. There are several ways to get off the runway faster. 1. Flaps create lift, use them! (but retract them once you are airborne) - This is simply the easiest way with the least amount of consequence. Because they are retractable, they don't cause problems in flight and they have nothing to do with tailstrike. They work in stock, just add control surfaces, preferably close to CoM both at nose to tail length AND wingspan length. Ideally they should be the inner control surfaces on the wings. Change the tweakables to remove all input controls (Yaw, Roll, Pitch). Set them to deploy correctly (i.e. inverted if necessary) and then assign their deploy toggle to an action group. The control surface should deploy DOWN for flaps. 2. Move the wheels to the CoM - Yes this can be difficult with long tails, however combine this with the mentioned flaps and the plane will often lift off with very little... or even NO lift on the stick. 3. Wing Angle - The biggest drawback to this one comes not from taking off but landing, and also level flight. Adding angle to the wings definitely gets you off the ground, but then you have to work to keep the plane level or worse, descending. This is really a last resort IMO.
  2. For every one request I see like this, I can think of 1000 more shapes for part adapters that are needed. Don't get me wrong, this one is a good idea, they all are, but Squad will never be able to include every possibility.
  3. The key difference was, at the time, you had to build wide asparagus rockets to go further due to poor aerodynamics and a lack of parts so removing the tower made sense. However, you don't have to build a plane that can't take off till the end of the runway.
  4. Once you learn what you are doing you can slap a few parts together and make a plane. You didn't start slapping fully functional and successful rockets together on day one, nobody did. Planes are no different. Build enough of them and you will be able to build a flyable plane with no test flights in no time. There is nothing wrong with the lights on the runway. Thousands of us have been flying planes with them there just fine for a very long time. Yeah but in KSP, taildraggers are a lot easier to get on and off the tier 1 runway.
  5. The problem is that KSP 1.1+ uses a new directional sound configuration. It's not just throwing sound at the speakers anymore, the sound has to have a designated source or sound producer, which in this case will always be 'Ship'. Firespitter doesn't support it (maybe it will in the future, you would have to ask in that thread), but there is nothing he can do to fix it.
  6. I completely understand. It's really the authors choice over the lesser of two evils lol.
  7. Yeah I did the KAX audio configs and suffice to say, your choices of audio module are both bad. Firespitter no longer works correctly with the right channel and Squad's audio module does not provide all of the start delays that the propellers use. I'm kind of hoping Squad adds in a few extra features there eventually to replace the need for Firespitter's audio configs completely but right now it's a choice between one channel audio or sounds that all play at the same time. You can hear this on some of the KAX engines if you listen sharp, you will hear the idle sounds the moment the engine stages, even while the prop is beginning its spin up, where in earlier version you only heard the spin up sound and the idle sound started later.
  8. Yes, sorry. Those two are only ones with "Remote Guidance Unit" in their name so I abbreviated it.
  9. I think he was asking if the Telemetry system (i.e. requiring the RGU probe cores for relays) will result in any functional changes in the way they currently behave on non-relay craft.
  10. No, an RGU is required to create a relay, but the RGU itself will not likely change at all (or only in minor ways to support the relay, probably added tweakables). That wouldn't make sense anyway as the telemetry system is optional and it would effectively be just removing probe cores. Someone ( @RoverDude ?) can correct me if I'm wrong, but that was my understanding of it.
  11. I binned it a long time ago. I've binned 1.1.3 as well (though technically I never and will never download it). 1.0.5 works for now, though I can't wait till we get a serious Unity 5 release instead of the utter joke we have now.
  12. Breaking mods is not destabilizing the game. It's what you accept will happen when you choose to use mods.
  13. What support are you expecting from Steam? They don't make the game, they just distribute it. If you bought a Samsung TV from Walmart would you expect Walmart to support that TV? If Samsung discontinued that TV version would you expect Walmart to keep selling it? All they could do is exchange it, they can't do much else. It did take a while (too long, again Steam isn't perfect) but Steam now has a return policy. That is all they can do. Steam distributes what Squad tells them to, nothing more, nothing less. Again, you attributing faults that belong with Squad to Steam. Squad chooses not to distribute multiple versions, they don't do that on the KSP website either. Your blame is misplaced. Your complaint is about Squad, not Steam. Steam has no choice in the matter.
  14. @Vaporized Steel I'm not sure what this conversation has to do with Steam, the previous stable version is controlled by Squad, not Valve. They control the branches directly, so Valve has nothing to do with it. However, in response to your comments, I was actually alive and gaming at the time Steam rose to power and quite frankly, we likely wouldn't be here discussing this if it hadn't. PC gaming was on the verge of collapse (not totally gone mind you), major companies were fleeing the platform, largely due to rampant piracy and poor sales. When Steam came along the market was ripe for the taking, I won't say it was single handed, but Steam played a very very large factor in the restoration of PC gaming. Steam offered a way to protect the concerns of the game developers without completely irritating the user with hidden, secretive DRM. This came at a time when some DRM (*cough* StarForce) was actually introducing bugs that physically damaged CD-ROM hardware, permanently. On top of that, the Steam platform allowed for digital distribution which set the tone for everything we know today. Again, not single handedly, but a major player none the less. Finally, Valve itself remains to this day a privatized company. They aren't a big corporation, they aren't publicly traded, which players viewed as more down to earth, even when competitors like Microsoft and EA tried to edge their way into the market. Why it is that you hate Valve so much is the only thing to question? It's most likely you associate things you dislike from the developers, Squad or otherwise, and assume they are the actions of Valve. As you see with this one, that is not the case. Steam isn't perfect by any means, but I have a feeling Steam is just a "whipping boy" for the things you really do not like that aren't even under their control.
  15. 1.0.5 is the previous stable version. First 1.1.2 wasn't stable (not that 1.1.3 is). However, it was also a patch release, where 1.0.5 was a major feature release. The previous stable version doesn't count minor patches to the current version (because those patches are intended to stabilize the current version). So, 1.1.2 doesn't count for that reason either, nor does 1.1, or 1.1.1, making 1.0.5 the previous stable release.
  16. It could be that or the Harvester monument people have been asking for.
  17. We'll have to disagree then. Grid Fins would fit with the core game and match with it's function, Life support does not, it is outside the scope of the game. Grid fins are just another part. At it's core level, no different than the other parts in the game. Life support is a new game mechanic, and a time based one at that. In KSP, that doesn't work. Look at the Science Lab, that was the last attempt at a time based mechanic and people STILL complain about it despite all the numerous limitations they have enforced on it. So yeah, new parts over questionable mechanics any day.
  18. Lol, have as much cake as you like It's just a lie anyway.
  19. I guess it depends on where you start marking it from. Most people count early access as part of the development cycle, which means KSP is 1, not 5.
  20. I gotta disagree there, this ranks above life support. Almost every good idea ranks above life support, which needs to stay as a mod.
  21. Yes, that is one thing you can do with them. As mentioned they also have actuators so you can even steer with them like a traditional fin, but they collapse so you don't have lift inducing fins at the top of your rocket during ascent screwing up your CoL.
  22. Yeah, I'd love to see this fixed but unfortunately they would need to find a way around the manual input thing. It's perfectly fine for a mod to require a setting that affects how the parachute behaves visually, but that isn't exactly up to par with the stock development. Until they can develop a way to make parachutes behave differently dragging behind plane than they do when suspending a pod without a angle slider, then this is likely to stay a mod.
  23. Depending on engines, yes. Everyone's results should be pretty close to the same. The engines have a fixed maximum altitude that will occur well before you run out of air if your craft is designed right.
  24. If you are going to do that, forget the spaceplane entirely and just strap some upside down sepatrons onto the final stage. Have them fire when the decoupler stages while pointing prograde. It will de-orbit itself.
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