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gozzle

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    Bottle Rocketeer

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  1. I am seeing the exact same problem you describe here, orange segments and all I'm also on Mac, but running 10.11.4 on a heavily modded install (I've just worked out that 64bit for Mac has been possible for at least 6 months and I never knew!) I tried rolling back to the 7-4 release as well, but that was showing the same bug... However, moving to the low resolution version of 7-4 finally did the trick. Not sure why this is, but I'd rather low-res clouds than none at all! Hopefully this bug will be irrelevant with the coming of v1.1, but thought I'd point out a work around for now.
  2. This year I put together a kerbal halloween costume, inspired by this, but much more bodged! It's pretty basic, but was a lot of fun to make. In particular, I felt extremely kerbal when trying to engineer it: Won't hold together? MOAR DUCKTAPE! Nowhere to rest shoulders? MOAR CARDBOARD & DUCKTAPE!! Flops forward and back? MOAR STRING & CARDBOARD & DUCKTAPE!!! I'm sure I'm not the only one doing this for halloween, so I'm keen to see other people's efforts! Share below
  3. Ha, those costumes are awesome Helmet suggestion: papier maché round a big balloon. (looks like what those guys did maybe?) Hope yours turns out well!
  4. It's impossible to know the actual answer to you question. I like to think, though, that KSP is riding a wave of renewed interest in space travel rather than creating one. I can't tell if it's just because I'm more attuned to it, but I see a lot of exciting reports around about space exploration than I used to; the imminent reality of private space travel is possibly a big driver behind this. Regarding KSP's influence, realism is entirely irrelevent (indeed can be a detriment). The game does a fantastic job at exciting people about the mechanics of space flight, without getting bogged down in the Rocket Science. The fantastic thing is it demonstrates fundamentals without ever doing so explicitly (e.g. the exponential tradeoff between payload and required fuel; the difficulty gulf between getting to space, and getting to orbit; etc). The thing it does excellently is fire up an interest - people need to be excited first before they'll be interested to learn all the hard bits! When applied to children, this could mean shaping careers in aerospace. Personally the (first) thing that gave KSP such wonder was how it showed the seamless transition from: On the Ground, to In Space. These had always been disconnected things in my mind previously. Now I look at the sky and realise I'm closer to space than I am to my parents' house!
  5. Ok, I took the time to update everything, and hooray - it works! And look at all these fancy buttons to tweak Thank you for this awesome mod!
  6. Hey, I seem to be getting the same problem as crazyewok: I can't find any way of resizing the fairing bases. I'm running in 0.24.0 (until I get round to updating all my mods…), and have made sure I have the most recent version, and the most recent version of KSPAPIExtension as well. I also tried running without TweakScale in case crazyewok's solution worked, but no luck. Oh, and I tried in both a career save with Aerodynamics unlocked (so should have 3m option, right?), as well as a sandbox game (so should have everything). Again, no luck. Am I misunderstanding? The resize option should appear on the right-click tweakables menu in the VAB, right? Last time I used this mod, it was still the old 'hold R and drag' deal - that's obsolete now.. yes?
  7. A suggestion to ease the fact that 'revert' removes a lot of the consequences of failure, while still allwing people to test and experiment: Implement a 'test' launch and a 'mission launch. Tests would allow you to fire things up and see how they go; deaths are temporary; reverting allowed; but no science, rep, funds or contracts earnable. Mission launches would be final, no reverting allowed; deaths permanent; lost funds are lost; but all credits can be earned. Just a thought
  8. On the issue of breaking accountability by Reverting, it seems to me the problem is this: *It's important to feel the pain for botched launches and dead Kerbonauts, otherwise the reputation and funds mechanics are neutered. *It's also important to be able to try things out and experiment without running your space program into the ground. I'd suggest that a good way to address this would be to have two kinds of launch: Mission and Test. A test launch would be free, both in risk and in money, but wouldn't persist or allow you to fulfil contracts or gain science. A mission launch would be final: any lost money or Kerbals are gone for good, but all money, science and contracts would count. In general, I think the point you make is a good one: currently there's no bite to the contract system. I'm more or less playing exactly as I did before the update now.
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