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Scarecrow71

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Everything posted by Scarecrow71

  1. Granted, but it didn't actually get you to make the wish. You remembered you had to, but you didn't do it. I wish I could edit every post on this forum.
  2. Nellis Air Force Base https://en.m.wikipedia.org/wiki/Nellis_Air_Force_Base
  3. Mike indicated on Discord yesterday that he is trying to get their internal calendar in order, after which they will let us know. Beyond that, anything anyone says is speculation. What is really disheartening is that I responded directly to his comment, asking him what else they want us to say that we haven't said in the last year...and my response was deleted. Why? It was on topic to something a moderator said, and it wasn't an attack. I'm about done. I've given the reasons why I'm not playing KSP2 right now, I've been civil, I've asked questions and have tried to engage in a positive way to get some answers. And instead of discussion, the mods decided silencing is a better option. I'll stick with KSP1 at this point, and I will check back in on KSP2 in a few months.
  4. And my original response was to the original comment: After I responded to this directly, you came in and started making comments about specific situations that are, in fact, kraken attacks. I stand by what I said: As far as the original comment goes, the issue is resolved. Temporarily or not, bandaid or not, autostrut or not, whether you agree with it or not. I responded to the original comment, and I don't appreciate you harshing on me for that.
  5. I am a bit disappointed that there is no KERB this week. I was incorrectly operating under the assumption that it'd be 1 month from the last one, and that is entirely on me. Thankfully I was able to get clarification in the Discord yesterday, which has reset my expectations of when to, well, expect something. I'm trying to stay positive here, but I won't lie.
  6. Thank you. This is the difference between the original statement (Wobble is not fixed) and what cocos is actually complaining about (kraken attacks). You just said it far more eloquently than I was trying to.
  7. And I'm going to die on this hill. The original comment, without any clarification or qualifiers, was that rockets were still wobbly. You can go look through this thread to see that for yourself. And the truth is that the initial wobbliness was, is, and continues to be fixed. All of this stuff about orbital colonies and ships with 1000s of parts came after the fact in an attempt to discredit my position that the wobbliness upon launch is fixed. I even went so far as to state that it wasn't the best fix, and that if someone is building something with a bunch of stuff hanging off the side then yes, you are going to wobble. But the central issue of wobbliness upon launch is fixed, and nothing anyone says can change that. Doesn't matter what the fix is, or how it was implemented, or even if it's temporary and will be looked at later. It's fixed. Period. Now please, stop harshing on me over this. I'm not the enemy here. If people want to discuss the original comment and my position, fine. But don't tell me I'm wrong for answering the original comment by stating I didn't take anything else into account, or that someone qualified it after the fact. I'm not a freaking mind reader.
  8. Calling 911 to say "You've got mail!"
  9. Banned for not realizing that is the eponymous version of Captain Hook.
  10. You really are looking for a reason to harp on this, aren't you? The issue at hand was wobbly rockets, not an orbital station with 1000s of parts. Because wobbliness isn't a prevalent issue in space, but rather upon launch. I'm not saying it doesn't exist in space, but the issue that was fixed was related to launch. We are all aware of what the kraken can and will do to ships with 1000s of parts in space. That isn't wobbly rockets; that is merely a hungry space demon. But the issue we are discussing is fixed. Stop harping. Please. You are literally just looking for something to be wrong where nothing is. The initial issue is resolved. Period.
  11. Not in the context of the fact that it is fixed. It being fixed is what is important. I even addressed the fact that it wasn't the best fix. But it is fixed. Forget semantics here: the wobbling is fixed. If you continue to have issues with craft wobbling, that is on you. But this issue is fixed. Period.
  12. And until the developers get performance under wraps, stuff like that won't happen on a regular basis.
  13. And confirmed no KERB this week. 1 month since last KERB would be Thursday the 11th, but Darrin confirmed it is once a month...and they aren't sure when the first one will drop under that cadence.
  14. What part of "it's fixed" are you not getting? It doesn't matter if the fix is current, temporary, or is causing other issues. IT IS FIXED. Period. If you are still experiencing issues, then you need to check your build. When I have a single stack, I don't see wobble. When I start going outwards from the center of the rocket, such as when I'm asparagus staging side tanks/engines, or trying to add all the little pieces to the side of a rocket, then yes, it wobbles. I expect it to wobble if I put something on a radial decoupler. Why? Because it isn't part of the central stack and needs support. Beyond that, I can't help you. But the issue is fixed. Full stop.
  15. It doesn't matter how they fixed it. The fact is they fixed it. Is it the best or most elegant fix on the market? Probably not. But it currently is not an issue.
  16. I have a KSP1 career that I started a couple weeks ago, primarily because I finished the main storyline in KSP2. I love KSP1, and I keep coming back to it time and again. But I am digressing. In my current career save, I'm testing out new build designs and trying to do stuff I haven't attempted before. To be fair, I have the following mods installed: Community Tech Tree Contract Configurator And multiple contract packs MechJeb 2 Un Kerballed Start Those are the main ones I have. I have a few smaller ones (Hide Empty Tech Tree Nodes, for example), but the ones in the list are what I'm really most concerned about. Anyhow, I got a contract to do a manned return from orbit of Eve, along with placing a new satellite in a specific orbit (156 degrees of inclination, Ap of ~19 million meters, Pe of ~12 million meters). Normally I would have split this up into 2 launches, but I asked myself "Why do that when you have cargo bays and such". So I created a spaceplane with a cargo bay and set it alaunch. At night, no less. After getting into LKO (~100km circularized), I was afraid I wouldn't have enough fuel to finish this. But I decided to plough ahead with this, getting a transfer window with a fuel cost of only 1025 m/s. It took about 600 m/s after circularizing to get into the right orbit with the satellite, which left me with 2800 m/s of dV to get home to Kerbin. I was concerned not about getting home, but getting onto the ground. The contract only stated I had to return to Kerbin, it said nothing about getting on the ground (landed). So I figured if I at least could get an orbit around Kerbin, I'd be fine and could just rescue Valentina if needed. Luckily, I was able to get a transfer back from Eve for ~600 m/s! And because of the angle I took to come in, I was able to use Kerbin's gravity/rotation to only need another 600 m/s to circularize at 150km. Which left more than enough to get Val on the ground. So a round-trip from Kerbin to Eve orbit, deploy a satellite, and then recovery of the command module with the pilot in it. You will notice that I didn't mention anything to this point about science, right? This was my second manned mission to Eve orbit with a return, but this particular contract never came up during the first mission (where I collected all the science I could). But I'll certainly take all the practice I can get, especially when I'm testing new designs. All told, these 2 contracts brought me ~900,000 in funds, 45 science points (directly from the contracts themselves), and each was 3 stars/exceptional for reputation. Not a bad day at the Las Kerbas Space Agency!
  17. No, they did in fact fix the base issue. If you are still seeing wobbliness in your rockets, then you need to check your struts and your build.
  18. Agreed. The problem may have been resolved with airplane glue and cotton balls - not to mention there is still the JSON file edit workaround - but it was, technically, resolved. But I don't disagree with you about how the community had to use a battering ram to get the company to see that it was a problem.
  19. Even as big of a detractor from KSP2 as I am, I cannot just let you spit this out without retorting. They fixed this. Several patches ago.
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