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JAFO

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Everything posted by JAFO

  1. You should report this to the feedback section of the bugtracker..
  2. Thank you thank you thank you!!!! You have no idea how much I've missed those voices.
  3. Agreed.. and I'd go further to say that the requested feature is really outside GT's scope. GT is, pure and simple, only about getting you into orbit as efficiently as possible.
  4. Hmm.. if possible, make that "physics time warp to a couple of minutes before apoapsis".. while GT makes for short circularisation burns, it's still nice to have a little time to set them up. Suggestion for when other, more important features are finished: UI scaling.
  5. That's what physical time warp is for.. especially now that 1.2 handles it better. 4x will get you out of the atmosphere fairly quickly.
  6. Ok.. since that analogy doesn't work for you, try this one: (goes to hardware store) "Hi, I've seen some ads for an awesome new specialised hammer for driving brads. It's supposed to be really well balanced, has some cool features, and I'd like to get one." "Here sir, why don't you try this finest quality 16oz claw hammer instead. It's much more versatile than that new-fangled thing." "That's a beauty, alright.. but I only need to drive a bunch of brads in.. that looks far too clumsy for what I want to do." "But sir, this claw hammer does a fine job of driving brads. And there's no need for several taps, like with a brad-hammer, you just whack 'em once, and they're in! Besides which, you can use it for much more than just nailing brads." "Yeah, but nice as that claw hammer is, it'd be far too easy to mash my thumb and finger while I hold the brads.. I want the precision and control that brad-hammer would give me. And I don't need to do any other jobs with it. What part of "the right tool for the job" do you not understand?" Happy now? (and incidentally, MJ doesn't result in launches "exactly like Gravity Turn". GT does a MUCH better job) Seconded! I made this request to Overengineer1 a long time back, but he didn't seem to see the need.
  7. Don't worry too much about it.. it's a known bug, with more than one report already on file. http://forum.kerbalspaceprogram.com/index.php?/topic/147964-manoeuvre-nodes-and-intercept-bug/
  8. I've seen this just once. Not sure whether it was with 1494 or 1500 though. And yep, it was like the Mun's SOI didn't exist. In my case, I reverted to launch and tried again, and things were fine.
  9. You can find 8 pages of documentation on the CommNet here: https://docs.google.com/document/d/1Tu3KnB1alOMn_VXqF31BPDbAu24HdHLiYP2V1I6b6pU/
  10. In the meantime, you can get much of the same functionality using the Camera Focus Changer mod. It's already been updated for 1.2
  11. The new 1.2.0.1494 patch works correctly.
  12. I think the thing I'm most blown away by right now is the auto-strutting. Fully capable of turning overdone pasta back into uncooked spaghetti, with just a few clicks! MANY thanks, Squad team!
  13. Forgot to mention, this is with the 64bit patch.. don't know if the 32bit version suffers from the same problem or not.
  14. I'm having the exact same problem. Cannot patch from 1.2.0.01486 > 1.2.0.01489. Same error as described above.
  15. Into the engine*, of course.. and an engine isn't a tank. *technically.. into the engine's sump, that is.. which still isn't a tank.
  16. Whilst I've owned motorcycles that had an oil tank, I don't believe I've ever seen a car that did.
  17. The GravityTurn mod does this, in addition to making your launches as dV-efficient as possible.. (see pic below) This really is the key to efficient launches.. using the throttle to maintain a constant time to Ap throughout the launch. This is how the GravityTurn mod works. By using GravityTurn set to maintain a constant 40s to Ap, my personal best to a fully circularised 80km orbit is 2924.8 m/s. (see pic below) Whilst I'm not entirely sure (it was several months ago), I seem to recall that this also unintentionally became my first ever rocket-SSTO, in that the entire ship made it to orbit. As has been mentioned several times above, a smooth ascent curve is far more important than quickly getting out of the lower atmosphere. For much of the launch, this ship was a huge fireball pushing through the atmosphere, and some parts got seriously hot (temperature bars popping up all over the place, several of them getting up to around 80% of the bar), which was very scary, but nothing exploded, and the end results speak for themselves. 2888.7 m/s to reach 70km, at which point the orbit was almost circular already, needing just 36.1 m/s to circularise. Total loss to gravity at Ap was 566.64 m/s, whilst loss to atmospheric drag was just 103.7 m/s, despite more than 10 minutes spent in the atmosphere all-told.
  18. If you'd like to re-acquire the ability to get to orbit, Mun and Minmus (and even beyond) without overbuilding, I highly recommend the Caveman Challenge to you. The part-count and weight limitations will stretch your abilities to the max.
  19. Congratulations on joining the caveman ranks, Hodari And congratulations on getting your Topaz badge, IncongruousGoat. I need to get around to trying that challenge myself, soon. As is building ships in orbit, although not being able to transfer fuel around tends to make things rather difficult. Mind you, all caveman levels (with the exception of "Order of the Troglodyte") can be achieved without going over the 30 part, 18 tonne limits. It's even possible to land a Kerbal on Minmus and return them to Kerbin within those limitations. Much more fun than just sending probes.
  20. That's very much in the "luxuries" category. Anything that supplies you with information not provided by a stock install is not permitted.
  21. That they are.. Back in high school, I had three of 'em. But even then, (late 70's) pocket calculators were making them an endangered species. Fortunately, there are still one or two slide rule manufacturers in business. Also, there are a few good, free, slide rule apps available for phones/tablets.
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