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cocoscacao

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Everything posted by cocoscacao

  1. Haven't tried something like this.... My first guess would be to add a ton of landing gears to support the structure. Cool design btw
  2. Just out of curiosity... what exactly causes vehicle wobbliness? I made a very long plane with 10 crew parts in a single line, so no decouplers which usually are the main suspects, and it... moved like a snake through the air.
  3. I've already mentioned above... but... You're comparing games with very different scopes.
  4. I get the feeling that people who complain about the state of the game and compare development time / team size with KSP 1 completely misunderstood how bigger the scope of KSP 2 is. They just want the original with better graphics.
  5. You can put them anywhere... but preferably where the center of mass is, for maximum impact.
  6. I don't get what the fuss is all about. You don't like it? There's a refund option. Fair trial. Take it or leave it, but for the love of God, stop whining about it. "The food I ate was so bad that even my dog wouldn't touch it"
  7. Well, I postponed visiting other bodies since... kraken... but decided to go for Minmus anyway. Man, the music in this f***g game. I've ditched the headphones immediately, and blasted in-game sounds on all of my speakers. Approach and landing felt so goddamn epic
  8. When looking at the information about a planet or a moon in Tracking Center, every body has a temperature range property set to 123 celsius. I suspect that's a "bug"?
  9. Hmmm, nice. Though I still need a decoupler underneath it. Oh well. It is an improvement overall
  10. In KSP 1, you could attach several engines to engine plates. I cannot find where to increase/decrease mount points. Also, in KSP 1, they also behaved as decouplers, while here, as far as I can see, I need a decoupler underneath it. Am I missing something?
  11. I think they've mentioned automating boring tasks (like bringing provisions to colonies). I guess we will see something like MechJeb or better, then. I'm curious how building colonies will work...
  12. When working with multiple assemblies, part manager shows only when right clicking on first (original) assembly. When assemblies are combined with the original one, it starts working normally. I haven't tried to combine 2nd and 3rd assembly and check if the problem persists in that scenario.
  13. This is, hands down, the most hilarious topic name I've seen so far
  14. Moving and rotating parts was better in KSP 1 (separated and with hotkeys). Too much clutter this way. Fairings... dammit Return SHIFT + mwheelup, mwheeldown back for moving view up and down to focus on certain part Return CTRL + mouse back for moving around Part manager should be closed on right mouse click. Color manager cannot be closed once opened (at least for me) Return tilde (`) key to revert focus on the vessel when in map mode (now mapped to Home key, can be changed... my bad) KSP 1 had a separate interface with maneuver node in the corner for fine tuning trajectory while focusing on the target body. AP and PE information isn't updating while burning Maneuver node doesn't work on 0 time warp for me SOI entry end exit circles are too big and annoying Pressing M in the VAB (while searching for part by name), opens map if you have a vessel somewhere I've also lost control with the outside vehicle after this. Probably related. Can't think of anything else for now.... Edit: I think old maneuver node was better looking. Thin lines with symbols at the end. Arrows are way too thick here, and harder to discern which control you're pulling... The music for Minmus is !@#$% epic
  15. Better to have ladders and be unable to reach them, than to forget them altogether... But yeah, I was also hoping for procedural fuel tanks....
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