![](https://forum.kerbalspaceprogram.com/uploads/set_resources_17/84c1e40ea0e759e3f1505eb1788ddf3c_pattern.png)
![](https://forum.kerbalspaceprogram.com/uploads/set_resources_17/84c1e40ea0e759e3f1505eb1788ddf3c_default_photo.png)
account212
-
Posts
4 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Bug Reports
Posts posted by account212
-
-
The first two are of the rocket on the launchpad
The others are just after everything goes haywire
http://imgur.com/4AOVexF,hPmICgE,0z5wW2x,oneUbs4,g3TvYH9,iCe7bVt
http://imgur.com/4AOVexF,hPmICgE,0z5wW2x,oneUbs4,g3TvYH9,iCe7bVt#1
http://imgur.com/4AOVexF,hPmICgE,0z5wW2x,oneUbs4,g3TvYH9,iCe7bVt#2
http://imgur.com/4AOVexF,hPmICgE,0z5wW2x,oneUbs4,g3TvYH9,iCe7bVt#3
http://imgur.com/4AOVexF,hPmICgE,0z5wW2x,oneUbs4,g3TvYH9,iCe7bVt#4
http://imgur.com/4AOVexF,hPmICgE,0z5wW2x,oneUbs4,g3TvYH9,iCe7bVt#5
-
1) Mechjeb
2) KW Rocketry (for better looking engines)
3) Remote Tech
-
I am just having too much trouble launching anything that doesn't spin/flip/blow up from the new aero forces. It's a game and it shouldn't have to take me 3 day to be able to launch something that can go only 1000m.
Can I just revert to beta? or is there a mod that can change the aero forces?
Thanks
What SQUAD should do
in KSP1 Suggestions & Development Discussion
Posted
With the new updates the game is becoming less of a game and becoming more of a simulator. Sims are fun for awile, but they do get very old quick from the realism. I understand that SQUAD wants to make KSP more realistic but they shouldn't make it too realistic, SQUAD should make another category when starting a game that lowers the aero forces to .90 and let's people launch incredible things into orbit again.