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Everything posted by Mad Rocket Scientist
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Laythe Colony Ship: The Community project!
Mad Rocket Scientist replied to DMSP's topic in KSP1 The Spacecraft Exchange
I have a satellite dish, but I'm away from KSP right now. -
Laythe Colony Ship: The Community project!
Mad Rocket Scientist replied to DMSP's topic in KSP1 The Spacecraft Exchange
Say, I have a slightly smaller hab module, let me show it to you: It has a 192 kerbal capacity and it can be launched in a 3.75 meter fairing in five launches: With five docking ports, it has minimal wobble: We can ask DSMP which one to use, I like the scale on this one better. -
8/10 Has badges, and fits properly.
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Has anyone else not bothered with career mode?
Mad Rocket Scientist replied to J2750's topic in KSP1 Discussion
I haven't played career since .25. -
Laythe Colony Ship: The Community project!
Mad Rocket Scientist replied to DMSP's topic in KSP1 The Spacecraft Exchange
I have some ideas about those hab modules, sign me up. -
Sad:( Have some rep, though.
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1.0 Drop Pod Landing
Mad Rocket Scientist replied to asialsky's topic in KSP1 Challenges & Mission ideas
This seems to easy, there should be a limit on how many airbrakes to use, or a better score for reentering faster or for cost. Just my $.02 -
MiG-31 Foxhound - By Zokesia Skunkworks!
Mad Rocket Scientist replied to zekes's topic in KSP1 The Spacecraft Exchange
Stop! I'm now going to have no rep for you when the soviet pack comes out:mad: -
Nice! Eat my rep.
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Spacecraft of the month!
Mad Rocket Scientist replied to sal_vager's topic in KSP1 The Spacecraft Exchange
I agree! -
7/10 A little confused, lots going on. Nice that it promotes positivity:)
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MiG-25 Foxbat - By Zokesia Skunkworks!
Mad Rocket Scientist replied to zekes's topic in KSP1 The Spacecraft Exchange
You're beating the crowds by posting this before the soviet pack? I hope it will still be in the pack. "You must spread some Reputation around before giving it to zekes again." Oh well, I'll rep you later. -
I'm downloading 1.0.2:confused:
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I believe that the hypetrain starts when experimentals start, and it might not even be for 1.1! It might be for 1.0.2, or 1.01, or even 1.2.1!
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I have a possible bug to report: Today, I hit the "New Posts" link on the top of the page (http://forum.kerbalspaceprogram.com/search.php?searchid=5102899) and I saw the article about 1.0.1 being out. I clicked on the link below "Forum" and went to the vBCms Comments forum, and I was surprised to see that I had new thread posting permissions, and since I thought that only official posts could be articles, I thought I should report this. -MRS
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1.0.1 Is now out! Changes: =================================== v1.0.1 ============================================================ Bug Fixes and Tweaks: Thermal: * Temperature gauge system. * Vessels which are splashed will now have much higher convective coefficients making them cool to ambient temperature faster. * Removed node size from being taken into account for stack occlusion. Added custom drag cubes for remaining hollow parts. * Parachute heating/burning. * Fix for bug in FI dealing with unpacking vessels at analytic warp (>=1000) rates. * Fixed conduction on service bays. Added Module Conduction Modifier to help service bays not incinerate their contents & configs updated * Updated emissivity for spaceplane configs. * Lowered heat production on LV-N. Resources: * Replaced overheat mechanic of the ISRU and drills with a skill-based mechanic. * Removed Overheat Throttle mechanic. * Increased mass of Ore tanks to match wet/dry ratio of stock tanks. * Aerodynamics * New values for physics global drag and lift multipliers. * Added a CoP offset calculation to procedural fairings * Fix for the aero debug drag arrows switching directions. Added body lift arrows (cyan) * Fixed occlusion on mk2 docking port. * Fix for Laythe's atmosphere. Solar Panels: * Solar panels now use the proper inv square from FI's solar flux. * Removed obsolete power curves from solar panels. * Rebalanced solar panels against each other. Career: * Doing science at the flagPOLe, the north POLe, or the south POLe, will no longer mark Pol as visited with the progress tracker. * Science contracts and science World Firsts can no longer be triggered with science gained by reverse engineering recovered vessels. You have to transmit or recover an actual experiment. * Ensured that if a grand tour contract includes Kerbin, that Kerbin is chosen as the final stop on the tour. * Capped amount of recovery contracts that can generate, but increased caps on station and base to increase contract variety. * Fixed "On Wheels" optional side objective not triggering on outposts when utilizing the new fixed landing gears. * ISRU contracts round their capacities up, to handle cases where the player brings exactly enough resource capacity. * Use the word "spaceflight" instead of "flight" when appropriate, to prevent player mistaking certain things for atmospheric flight. * If the game cannot find an agent listed in the save file, it will pick a random agent. * Remove some debug information from survey waypoint generation. Parts: * Added Tier 0 rocket fin. * Added RescaleFactor to the RT-5 (preventing a potential regression bug). * Removed the allowstack option from the NBS and orbital scanners to fix a bug if they were used as the root part. * Fixed an issue where the physicsSignificance flag was set to 1 for heat shields. * Added an option to clamp the lower bound of the deploy pressure of parachutes. * Adjusted parachutes to open at a slightly higher atmospheric pressure. * Fixed fairings not initializing their masses in flight properly. * Added module info section for fairings. * Rebalanced engine entry costs. Miscellaneous: * Moved all Part Loader part info code into a separate method which is run after drag cubes are loaded/created. Thus modules can access the part’s drag cube information in their info. * MapSO and CBAttributeMapSO methods made virtual and member variables protected. * Made physics-less part mass effect KB mass value. * Zero part count vessels will not be run through Flight Integrator. * Increased mass on some wings. * Fixed a nullref being caused when clicking between vessels and empty space in map view. * Vessels that blow up in atmosphere properly kill off their crew members. * Added Part temperature gauges/highlighting (toggle with F10). * Part temperature overlay can now be toggled with F11 * Part aerodynamic forces overlay can now be toggled with F12
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Show off your awesome KSP pictures!
Mad Rocket Scientist replied to NuclearWarfare's topic in KSP Fan Works
I managed to get hit by my own missle: -
I realized that... After I posted:rolleyes:
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10/10 You are everywhere.