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finky45

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Everything posted by finky45

  1. I'm not playing the pre-release. This was updated on my steam, I opted out of betas after testing 1.1.
  2. I tried 1.1 experimental to see how far along you were 2 weeks ago and one of the fist bugs I noticed, literally in 10 minutes, was the LY-10 gear causing my planes to jerk wildly. It was pretty obvious, you could tell by the plane COMING APART AND EXPLODING on the runway. Unless this is a feature of the game I don't understand how something so obvious could not be noticed, especially when it was reported in the 1.1 Forum. Does anyone on the dev team read the posts there, or are you just too busy trying to meet an arbitrary deadline and missing THE POINT (which is to improve the game, not break it - in case you forgot) I just don't get after having so many opportunities and so much time to fix this, you STILL release a new version with a major bug in it. Are you guys from this planet? Good thing I keep backups because I am used to your shenanigans. And here I am complaining, because someone has to, the game it out of alpha and beta and I paid money for it. Yet you still treat this like it's some paid for alpha game and take liberties with releasing buggy builds and then 5 patches to fix it. We are not your testing team. I am NOT part of your testing department. 1.1 took forever to come out (and it's still not done) and I would expect better quality especially for a game that is not exactly small time anymore. At least don't break my save game if you can help it. I spent many hours building my planes and I am tired of having you keep breaking them.
  3. Funny thing about nosecones - I don't think they work. I did some tests and if I remember correctly they actually added drag.
  4. Ah yeah that was my first attempt and I think it would work.
  5. Interesting design, looks like a cruise missile.
  6. The engines need a bit of clearance to work and that would mean I would have to have a large gap behind the engine.
  7. I've been trying to build a small LV-N shuttle to get my kerbals up and down from KO, and possibly from further out with orbital refueling. I really like the combination of Turbojets and LV-N, it seems like they are meant for each other by using one type of fuel. Anyway, I've had some issues building the smallest spaceplanes. I tried at first using a single LV-N and two Turbojets but the LV-N didn't have enough power to get a 17T craft to orbit. The LVN TWR was just too low at ~.55. Maybe I wasn't flying it right, but I tried many times. I read around and saw that most people use 2 LV-N and a single Turbo. I tried that and indeed the craft was able to reach orbit, but I didn't like how I had to use 2 LV-N which were expensive and also very heavy. Once in orbit the extra LV-N would be dead weight. The solution was to have a single LV-N and a single Turbojet to have the smallest plane possible. But there is one major problem: You can't have them both face the same way without them being offset from the CoG which causes the plane to flip. The solution: stick the other engine on the other side and have them face opposite ways! I made an airframe that doesn't change CoG with fuel consumption and the CoL in the same spot. I didn't use any control surfaces and opted to use 2x medium stabs. The result: A light spaceplane with a single LV-N, and a single Turbojet. It flies very well and has about 1000 DV left over once in orbit. It's not done yet, but the proof of concept works. How to fly it: Very simple. Not the most optimal but fly at a 30 degrees until the jet cuts out by itself then flip the plane over (sideways, not over the top!) and ignite the LV-N. Also the pod is facing the way of the LV-N, so control from there once you switch. Very stable plane. Haven't tried re-entry but that's usually easy to solve. Anyone have other ideas for small 1 LVN and 1 Turbojet plane designs? This has a downside that I don't have a place to attach a claw, or docking port that is not sideways. I found that sideways facing modules create too much drag and I try to avoid them...
  8. After updating to 1.0.2 the problem is still occurring (I didn't see a fix in either changelog). I zoomed in closer to see the problem and added stack decouplers to see if that would fix the clipping. I think the launchpad is bugged. As of now, KSP is broken. I cannot fly this rocket and I will not grind more crap contracts for 2 science a pop to unlock stabilizers to fix a bug. As you can tell from my tone I am getting pissy. I had a working product that I paid for in 0.90. Now you guys decided to work on 5 features simultaneously instead of releasing them one a time and testing them, because you set it in your mind to release on a certain date and you rushed. Now it's probably crunch time for programmers to fix the bugs that escaped your thorough testing procedures, and annoying for users that can't play the game. Not good for anyone. I don't like coming here and submitting bug reports. It's not my job as a customer to assist you in fixing your product. If you think it's not worth the hassle, then maybe you should charge more money to make it worth it. Tired of this money first, break it, then maybe fix it later game industry. Oh and I did not receive my confirmation email for Bugtracker to submit this bug. Checked in spam/trash, tried to remake the account, no go. Looks like it wasn't sent or got hung up somewhere to the Google servers. Can someone with a Bugtracker account submit this bug so it can catch the attention of Squad? I need it fixed to continue playing and I'm sure other people will run into the same problem.
  9. Still waiting on that confirmation email to come from Bugtracker, but check this out: After grinding some contracts I finally got enough to upgrade the tracking station for an attempted moon orbit. But much to my disappointment I can't launch because the rocket is sitting crooked and off center on the launchpad. I tried to fly it many times, but it flies crooked and eventually hits the ground. I don't have the launch stabilizer arm thingies to use (nor should I need them for a simple rocket like this). I'm pretty sure this is a bug. I forgot to add that it does not matter how many times I recover and launch. Someone mentioned something about clipping problems with the launchpad in one of the threads, I hope a fix makes it in the next patch. I have the craft file and save game handy if need be.
  10. Hello, I'm new so I apologize beforehand if I am breaking some rule by posting this or if this idea has already been posted. I'm a big fan of KSP and eagerly awaiting Beta Than Ever. I found and article/video which I found very interesting and immediately thought of KSP: http://www.aljazeera.com/news/2015/03/solar-impulse-swiss-plane-uae-150309032941002.html. I wish KSP would add more parts, especially electric servo motors and engines/motors with propellers. This would allow a plane to effectively have infinite fuel with solar power and batteries. It could fly on Duna landing and collecting data forever, something which can only be done with Xenon engines currently but still need a refuel. Also with the extended travel times an autopilot feature would be very nice. I'm sure there are some mods out there that add this and more - currently I'm using Infernal robotics but it's extremely buggy and I know I will have to toss my crafts after the update. I would like something more official with better support. I know the game is still in Alpha, but there's a whole part of aerospace that the game doesn't touch, like being able to build propeller driven crafts. It just seems natural to add parts that expand into that area and I hope the devs allocate time for this.
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