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KSP2 Release Notes
Everything posted by EpicSpaceTroll139
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Two Minor Enhancements
EpicSpaceTroll139 replied to SteveD80's topic in KSP1 Suggestions & Development Discussion
I could definitely second the first one at least. That would be very useful, and I don't see how it would be confusing (unless you're that kind of person who gets confused by the minimize button on your internet window). As for the second one: It doesn't take much fuel vapor to get a boom, so I'm fine with empty tanks going boom. Maybe they should have a somewhat smaller explosion, but they should still explode. -
I would have taken that as a challenge to make a deep sea mining rig lol On Topic: I find anything above 5% to be acceptable, but if I can find better I go for it.
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Ah yah I forgot about that. Anyways it turned out that the messed up save was one that I didn't even need. It was the one in the save that I use to test my replica planes, and in which I don't even have any flights.
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Lol looks like you've got the same problems I've got on mobile! Well my computer froze up last night, so I was forced to restart it. Apparently that corrupted my game or something. I'm currently experimenting with reusing quicksave.sfs files as the persistent.sfs in my saves (I quicksave often). Wish me luck!
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I fixed the problem of it not moving back to cruise/park position by using wheel gear placed on top pushing down on a lever instead of using legs pushing forward at the bottom edge. Turns out I was right to suspect that aerodynamic forces would rip off my Concorde's nose. It took a lot longer than I expected though. It would probably stay on there if I could get the docking ports to connect. *Thunk* *BANG* Guess I need to reinforce the hinge. I think the problem is it wants to slide sideways a bit, which borks it and allows it to turn backwards. Note: the canards are just there to help with testing until I can figure out a way to move the COM backwards, since the new nose is heavier than the old one.
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It might be advisable to wait for a launch window to Jool such that it will be crossing the plane of the particular polar orbit when you arrive, and use its gravity to throw you into a polar orbit. Then it would be a relatively low Delta-V maneuver to adjust your periapsis and apoapsis to the proper altitudes.
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I must second this. I really want sonic booms and proper sound propagation. I'm guessing the reason squad hasn't added it is because of making it work realistically would require an overhaul to the way sound works in the game, and you wouldn't actually hear the sonic boom that often. A sonic boom is only heard when the observer is passed by the shock cone of an object/plane traveling faster than sound. In front of the shock cone, you can't hear the plane*, at the shock cone, you here the loud noises due to the pressure. Behind the shock cone, you can hear the plane. Considering that your camera is fixed relative to the plane, you would likely either be in front of the shock cone or behind it, so it's a matter of chance (or searching) as to whether you'll hear the boom at all. Of course the shock cone narrows as your Mach number increases, but if your camera is sufficiently forward or backward, it might not even cross your POV, so you wouldn't hear it. In IVA you wouldn't hear it at all. *imagine all the newbs posting the question "Why can't I hear my fast plane???" lol
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In my experience the signals can go through the atmosphere so I think you can take that out of the equation.
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There was/is some mod... "Atmospheric Sound Enhancement" I think, that added/adds this, among other things.
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I've been working on a droop nose mechanism for my Concorde replica. Cruise/parked position: It still needs the visor, some work on the forward shape, and of course a more complete cover for the mechanism. Landing position: Close-up: Unfortunately, it doesn't go back to cruise position at the moment because the jacks (landing legs) have a microscopic lever arm to work with. I need to figure out how to fix that. Also the Kerbals' portraits get messed up by the clipped cockpits. I suppose they must do that on my DeHavilland Comet also. Ah well. I'm slightly worried that moving it in flight will result in it getting ripped off, but I guess I'll have to figure that out later.
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The Rover Race Challenge
EpicSpaceTroll139 replied to Adelaar's topic in KSP1 Challenges & Mission ideas
And I thought it was hard enough getting close to 170. Kudos to you! -
The Rover Race Challenge
EpicSpaceTroll139 replied to Adelaar's topic in KSP1 Challenges & Mission ideas
No problem! I probably should have just made a second post about it anyways, since the forums doesn't notify you if a post is edited. I've made quite a few jet "cars" before. But only a few of them have been maneuverable, so this should be interesting! -
Ah yes, aircraft docking. I've done that... I think a total of 3 times with a rather large tanker aircraft (which had this boom thing hanging behind it with a target on it) and a jet with a claw on the front. It takes a steady hand and plenty of time. Anyways, last night I started work on an X-15 replica. I'm scratching my head trying to figure out if there's a way to create stock landing skid contraptions. I've been working more on improving my Concorde replica after I realized its wings had been clipped sometime during my original build. In my career save, I crammed 3 rocketplanes onto a station that masses less than any single one of them, so I could fulfill Kerbodyne's request to put 12 Kerbals on its expanded station.
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Idk about other people, but I find it nice to have my cursor available (even while my camera is being panned) to use part menus and whatnot. Also the arrow keys can move the camera continuously, unlike the cursor, which eventually reaches the edge of the screen, and thus must be moved back, and meanwhile I might be missing my plane impacting the control tower. Doesn't mean I never use RMB drag method though. Whatever, to each his own
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The Rover Race Challenge
EpicSpaceTroll139 replied to Adelaar's topic in KSP1 Challenges & Mission ideas
Yes I've been waiting for the jet rules to be posted! Also I made a non-bus attempt in my last post which hasn't been noticed . -
Aerodynamically stable pod designs
EpicSpaceTroll139 replied to GoSlash27's topic in KSP1 Gameplay Questions and Tutorials
I literally just use 3 parts for my science return capsules. The heatshield, the capsule, and the parachute. I use whatever probe it's attached to to put its periapsis at 22km or so and stage the parachute with the decoupler. The parachute only opens when it's safe, so it's just a matter of waiting until it lands or splashes down. The original probe can even reboost into orbit and be used as a relay or go fetch more science if need be . (Or you could throw it away ) -
fix the runway please!
EpicSpaceTroll139 replied to yog-sothoth's topic in KSP1 Suggestions & Development Discussion
Like @Jonfliesgoats said, the planes do spawn pointing exactly down the runway (assuming it's not turned in some other direction in the SPH), but various things can cause the plane to jitter to a imperfect heading as physics kicks in. That being as it is, we have steering, so it shouldn't matter. Expecting the plane to go dead straight all the way down the runway would be kind of like me taking my hands off the steering wheel of my car and expecting it to stay in the lane (forget about self driving cars). Even on a straight road, as would be the assumption, it's just not going to happen. It will inevitably drift over to one side or another. Which is why I keep my hands on the wheel! -
While I do think thermometers should have a higher heat tolerance, they're not the only stock method of determining temperature. Alt+F12 menu --> Physics --> Thermal --> Display Thermal Data in Action Menus Voilà! Now when you right click on a part you will get details on its skin and internal temperatures, and the various fluxes.
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Drop-testing
EpicSpaceTroll139 replied to Jonfliesgoats's topic in KSP1 Suggestions & Development Discussion
Hehe recently I've gotten in the habit of drop testing my career planes (to make sure they'll survive a hard landing) before actually flying them, so this wouldn't be much of a problem lol. -
fix the runway please!
EpicSpaceTroll139 replied to yog-sothoth's topic in KSP1 Suggestions & Development Discussion
Slightly off center from 90 degrees? What? Could you elaborate? The runway is aligned East-West. If you're talking about it not being exactly on the equator, then, well, yeah, AFAIK the equator runs inbetween the runway and the launchpad (or under the launchpad, I'm not quite sure which). But that shouldn't affect your planes taking off. They're spawned pointing down the runway, and you're given controls to steer your plane with. If your plane is going off the side of the runway, I'd be inclined to think it was a problem with the plane, pilot, or both. As for the bumps: I think I may know what you're talking about. They're really small (like mm) ledges at the edges of sections of the runway. I've only had one plane be affected by them before (a massive A-380 replica), and it needed more struts to support its own weight anyways. On the first tier runway though it is very bumpy by design, promoting low speed taildragger aircraft. However this seems silly to me since the grass next to it is smoother. As for adding images, upload them to an image hosting website (try imgur, you don't even need an account there), move your mouse over the upper right-hand* corner of your picture once it's on there, copy the URL it gives you, go to "insert other media"->"insert image from URL" in your forum post, and paste the URL in the box. Add ".jpg" to the end, hit enter and your picture should show up! -
Is it not intuitive that making day and night go by at 100,000 speed will cause flashing? The first time I did it out of map view was literally because I was bored and wanted to see the flashing. Flickering screens after crashes and other glitches are kind of unexpected, so I understand having some kind of boilerplate warning for the game, but I would think it would be obvious that making the game spin you around very very fast would result in flashing.