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bdito

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Everything posted by bdito

  1. I don't think it's ready as there are currently too many bugs, especially if they plan on releasing the new aero model at the same time. Shouldn't they at least release that first and ensure it's bug free before claiming it's 1.0? Nobody wants to buy a final release with bugs in it. With that said, people are getting a little too ahead of themselves with the potential for bad reviews. Even in its current state it has 97% positive reviews on Steam. The game is pretty damn good as it is. They could have called 0.24 version 1.0 and I'd still give it a rave review.
  2. You don't need to have any. I routinely send unmanned stations with space for 5 kerbals to complete contracts.
  3. I got an Asus ROG (Republic of Gamers) laptop a couple of years ago. I love it. It's a true gaming laptop that will play everything from Shadows of Mordor to KSP at pretty much full detail. Mine only cost about $1000 (on sale) but it weighs about 10 lbs. If you want a gaming laptop I'd personally do a search on current ones to see prices and benchmark comparisons. The best ones usually cost over $2,000, the mid range ones are around $1000-1500 and the cheap ones are around $500-600 but not worth it IMO.
  4. Nightingale already made a contract pack for that. Enjoy! http://forum.kerbalspaceprogram.com/threads/106580-0-90-Contract-Pack-RemoteTech-v1-0-2-2015-01-12
  5. That's weird. Those engines max out well above 700m/s. I can't see any air intakes. I assume they're under the wings right? Try posting a pic of it in flight when it's maxed out at 700 m/s with all the telemetry info showing.
  6. I don't know why the wheels would be locked. Maybe it's a problem with Firespitter? I don't remember if there's a right-click option to lock or unlock them. Perhaps that? The texture thing seems to happen more often with 0.90. It's placing the part twice in the same spot. Make sure your symmetry is set to 1. In the previous versions if you had symettry set to anything higher than 1 it would automatically set it to 1 when you attached it to a single end point. In 0.90 it doesn't seem to switch it to 1 in those situations anymore.
  7. Nightingale made a contract mod that does exactly that. http://forum.kerbalspaceprogram.com/threads/106580-0-90-Contract-Pack-RemoteTech-v1-0-1-2015-01-09
  8. IIRC, the most efficient place to do an inclination change is at the slowest position of your orbit (the apoapsis). You can check this by making an eccentric orbit and then creating an inclination maneuver node at both the apoapsis an periapsis and compare the two.
  9. Click the orange parking brake button at the top of the screen. It's on the far right in this pic.
  10. This makes the most sense seeing as it's already implemented in the stock game.
  11. I design my crafts to drop the last launch stage as my periapsis is around 0-20,000m, then use my next stage to finish the circularization burn. If I want to get rid of something I just delete it. I could very easily grab it and deorbit it but that's tedious and I'd rather spend my time doing more enjoyable things.
  12. I test and revert in the same save. In real life you'd have months upon months and run simulation after simulation to ensure your craft is perfect. Obviously we don't have that here so the revert button does that.
  13. It's certainly doable but it's the hardest planet to leave. You need around 12,000 deltaV just to get into orbit from sea level. You need about 9,000 if you're starting from the top of one of its mountains.
  14. Thanks. I'll give it a go. I figured it would be on the man plan window like the auto warp option.
  15. That's only on launch though. Unless I'm wrong, it doesn't have that option for a maneuver node execution in orbit.
  16. It doesn't. It's really noticeable when you go from a high thrust engine to a low thrust one like the nuclear engine.
  17. I always have the TV on in the background, usually a sports program as I'm a huge sports nut. My wife always likes it on in the background when she's cooking but prefers it off because she loves reading.
  18. There are several mods that do that. I don't know why squad doesn't implement a feature like this as it would simplify the parts list dramatically.
  19. The other way to do it is to click on the KER button (or hover over it) in the top right menu and click the Hud1 and Hud2 buttons.
  20. Those would be fantastic too. 1.25 and 2.5m cargo bays would be quite useful for a landing craft to shield parts from the drag model, and depending on how large your landing craft is and what type of fairings Squad creates you might or might not be able to put your entire landing craft in a fairing.
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