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MacroNova

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Everything posted by MacroNova

  1. Parachutes seem to behave pretty well, mechanically, in 1.0.2, but they still clip through each other. When I was running stock bug fix in 1.0 the visuals had the parachutes separated and looking really nice. Might be worth including just the graphics fix in the next release.
  2. If you could see really well in the dark, there would be no purpose to the illuminator parts.
  3. Cybutek you are the best. I can't believe how fast you keep updating your awesome mod. You are spoiling us!
  4. Anyone else finding the default deployment height of 500m actually results in slamming into the ground now?
  5. They want you to get science from doing experiments. And they want you to reach for bigger and bigger goals instead of grinding. Get to orbit, do a Mun flyby, do a Minmus flyby, etc. You'll get lots of science real quick. You only need about 1000 extra dV after making orbit to do free return flybys of each moon.
  6. I agree wholeheartedly. Lower altitude survey contracts would be a great use of early aircraft but I haven't seen any yet. What I sometimes do is slap some parachutes onto a small plane so I can land and do surface reports, but this feels like a totally contrived solution to me, both for how to do the contract and how to use early planes.
  7. "Hey Jeb, we need you to dust off the rover's solar panel when you get a chance." "WHAT? I never trained for that!"
  8. Formatting error. Aerodynamics is supposed to be a section heading.
  9. I've been using Precise Node since 1.0 dropped and it throws an error every time I load up KSP. Still as useful a mod as there ever was.
  10. From what I understand, this problem is being caused 100% by the relatively low mass of the ore tanks compared with fuel tanks (ore and fuel mass the same when you factor in conversion, right?). And Rover has already said that they are looking at that discrepancy and are going to fix it, no? Just want to point out that anyone saying this is unrealistic might be interested to know that there are real world applications of this methodology. Cruise ships carry their own refineries.
  11. Don't forget that on the internet, a person might mean to be entirely polite but because they are [constructively] criticizing you it can sound harsher than it is. That's why it can be worth it to take a few extra minutes to be verbose and make it clear that you appreciate the people you're criticizing and the work they do; you just want to help. The bugs with heatshields and parachutes in 1.0 are puzzling indeed, and it's hard to blame people for asking questions about the choices Squad made with the development and QA process. Of course that doesn't excuse rudeness towards the testers, for reasons pointed out by other posters.
  12. DRE gave us a popup bar for parts that had reached critical temperature and were getting hotter. It also had a cool boiling sound effect when something was about to explode. Something like this would be perfect. Please don't solve this by putting temperature readouts in the right-click panels of the parts.
  13. Kerbal Engineer Redux will give you this information. I play with KER, but I just eyeball my satellite contracts like you just described. Once you realize that you need to wait until Kerbin rotates so that the launchpad is underneath the contract orbit, you're golden.
  14. I was really hoping this would be fixed in 1.0, but in the Vehicle Assembly Building, when you right click a part to get more details - if those details are long enough to have a scroll bar you need to use the mouse wheel to scroll through the information. You can't grab the scroll bar with a left-click-and-drag like you think you should be able to. It instead clicks "though" the window and closes it.
  15. I'm actually a bit surprised at the marketability of the game. Part of me was worried that everyone who might buy it already owned it.
  16. Okay, but I just read through the thread again and it seems that is not the case. Ore masses the same as fuel.
  17. I don't agree. Orbital refineries are still going to be the standard for orbital refueling stations. The alternative is to ship the refined fuel into orbit, and then go back to the surface to get more. That means you're either lugging the refinery up and down each time (no thanks) or you have to dock your fuel tug with the refinery on the surface (an even bigger no thanks).
  18. If this is indeed easy to code, I think it's a great solution.
  19. Echoing what Xavven said, and would also like to say Thanks, Roverdude, for being so active on the forums and answering all our questions. I've learned a lot from your posts and have been passing on much of it to the Kerbal Academy subreddit, where it has earned me many fake internet points that really belong to you.
  20. I feel like the whole electric system could use a balance pass. Operating a basic probe computer takes about as much electricity as spinning the reaction wheels, sending a data packet with the antenna takes as much as driving a rover 100 yards, etc. The small panels need to produce a little less energy, but the things you use them for in the early game need to require less energy. As the game progresses, things should need more energy and the player is nudged into using the bigger panels. In .9 and earlier, the only thing that really required significant electricity was Ion engines.
  21. Awesome news! Can't wait to plug this in when I get home.
  22. Any other career mode players kinda bummed that all the resource extraction stuff is waaaay at the end of the tech tree?
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