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innociv

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Everything posted by innociv

  1. Oh I have a 1.48 bug to report. It is very buggy with the new offsets. When you move an offset, then click an offset to move it again, it reverts back to a position that would fit the original part size. This makes it two do translations with offsets that require more than one movement axis with scaled parts.
  2. Can you walk me through it a bit more? I opened up the file in a text editor, but I can't tell what I'd need to edit to get the mass scaling to something more reasonable, like around 4 or 5x increase instead of 8x. I guess just mass = 2.1 for example?
  3. Glad to see this got updated quickly. Looks like the mass bugs are fixed too? At least I hope. I have a suggestion/complaint, though. It seems that mass just scales up way too much, and down too little. It seems when you scale up, the resulting mass is mass^3*1.5 or so. When you scale down, it's the opposite of that, and you get super crazy power/weight tiny LV-N's, for example. I wish the algorithm for determining the new mass was more sane. Like cubed*1.125
  4. Really no point in giving speed with imbalanced mods...
  5. They look great, but we need a 'lift' component for these to work. How they work now seems to just stabilize. If you put wings up at the front, the weight actually makes you pitch down, it seems to me.
  6. I think having them be perfectly balanced for mass vs. performance is better because it makes it harder to do the 'wrong' thing. It also means you can make the rocket that looks how you want, instead of having to use the best performing parts so it flies right. When they're perfectly ability, it's more truly about your design, and not your cherry picking the best parts. I stopped using mod parts, most of the time, because they feel unfair in my quest for speed. The fun is there, but the challenge is not. I hope they get some adjustment for balance before being added officially.
  7. Well it's impossible to have them shifted up like wings without mod parts SkunkMonkey's works because of that mod thruster that lets him pitch up hard.
  8. http://steamcommunity.com/profiles/76561197977736040/screenshot/559788500204172149 This got me going 240m/s at a stable 3km for quite some distance. The trick is balancing out the center of gravity with aero parts.
  9. I imagine we'll get some rotate controls and not need these.
  10. I think this is fantastic. I was exhausting all possibilities with the previous parts. However.. Besides some issues with some things loving to break without provocation, I think some of the sizes are a bit off. For instance, the big orange fuel tank. If I want to have two of them side by side, lateral connectors needed makes a huge gap between them. Also the double connectors, I think they should be the same gap that the triple connector has in base KSP. They are SLIGHTLY larger. I really wanted those lateral connectors to stablize things, but if you snap it under two fuel tanks, for example, it only actually connects the top of it to one of them. I'm sure this isn't your fault, though, and it's just that KSP itself isn't checking for another joint for the top to connect on. edit: I also forgot to mention that the large boosters tend to rip things apart when they start. Maybe it's from the g's suddenly stopping, or their weight even when empty being too high.
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