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Waifu Art Thou Romeo

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  1. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel i7 | GPU: RTX 1080 | RAM: 16gb Launching to Eve on T+015y, 028d leads to passing through the Mun's SOI. Plan the trajectory and I cannot see the trajectory within Eve's SOI. The "Entering Eve SOI" marker shows in Kerbol SOI, but Eve SOI shows literally nothing. I have changed patched conic number to each value, no change. Included Attachments: BugExample.zip
  2. Just left the bubble around the solar system. Things get kinda weird out here. Like, my ship stopped following me the second I hit the edge. Onward and outward at 10% the speed of light! So are all the other solar systems gonna be inside or outside of this bubble?
  3. For the people who want it, what would it make easier for you?
  4. I'm curious what experienced modders' opinions are about there being an official module manager. I'm skeptical it will be as good as what the community would make, but I don't have enough experience to say that confidently.
  5. UPDATE: ✨no✨ The sun doesn't have a surface, but you can do some wicked slingshot maneuvers since you can go all the way to the core. Shame we can't do interstellar yet. An 80km orbit alone is like 100k m/s UPDATE 2: Tim C. Kerman is currently traveling away from the kerbolar system at 2,000 km/s
  6. When I was done for the day, I just dive-bombed the jet I was flying and the suspenseful pizzicato leading up to the crash made me full-on belly laugh
  7. EDIT: Actually, it seems to only be in-flight, and only if the decoupler and engine are the same stage Large engines are not decoupling using large decouplers. If I use a medium or smaller decoupler, it works. If the large decouplers are separating fuel tanks, it works. If I try to connect a large engine to a large decoupler, it refuses to separate.
  8. Orbits are supposed to be stable, right? If they've changed that, this isn't a bug, but I'm in orbit around the Mun right now, and my periapsis keeps decreasing and apoapsis increasing even with no engines firing.
  9. I'm excited for colonies. Being able to have resource management for "unloaded" vehicles is going to be amazing. Hello permanent mining colony!
  10. Does anyone know to what extent non-active vessels will be accessible? For example, I'm building a base in KSP1 right now using Planetary Base Systems and Kerbalism. And I'm able to design something that can maintain power in darkness for weeks, but only by switching over to fuel cells, which can only run for a couple weeks before eating all of the oxygen. So I need some way of automatically switching them off when the solar panels are sufficient, but in KSP1, there doesn't seem to be any way to do that, even using KOS or something since the inactive vessels are SO VERY INACTIVE. I'd be more than happy to use or build mods to do this, but that's going to require mods to be able to do it, y'know? I even get vessels being whatever level of inactive by default, but it'd be nice if mods could declare what aspects of a vessel they need to remain active so that we could build these more intricate systems.
  11. Thrilled we finally have a release date. Even early access means the mods I love can get started faster. 2 major things for modding that I've run into: Please give us better public documentation of part configs. Wheels in particular are an absolute mess to try and work with in KSP1, with certain arcane code snippets in them that only 1 person 5 years ago knew what they meant. *If possible*, can .mu files be as self-contained as possible? A lot of old part mods have been lost to the fact that all that remains of them are the .mu files, which are *heinous* to try and maintain. I get if this isn't feasible, however.
  12. First L4 sat launched from Svobodny! It's not quite stable tho. It falls out of place after about 3 years without station-keeping. How close do you have to be for Earth-L4/L5-moon to be truly stable?
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