Jump to content

Doctor Lag

Members
  • Posts

    74
  • Joined

  • Last visited

Everything posted by Doctor Lag

  1. I actually did not realize either of those - would\'ve sworn time was passing while building but this makes more sense. Thanks! Also yeah, I forgot that 2x was taken out so my post above is made of 100% wrong. Woot!
  2. As a (non KSP) developer let me say that as a rule, backwards compatibility would literally take enough time to remove one feature from each release. As Dizzle said, live with Alpha releases breaking compatibility so we can all stay friends. Also I personally don\'t want to bother with my old ships considering the new parts they\'ve been adding with each release.
  3. The day/night cycle continues and is persistent while you\'re in the VAB building your ship. If you want it to be day just accelerate time and wait for morning.
  4. Take off from KSC 1, circumnavigate Kerbin, and land back at KSC 1. Only autopilot allowed is avionics package or ASAS. Attached is my plane \'Albatross\', which made it from KSC 1 to KSC 2 the long way. MET of my best attempt (KSC 1->KSC 2) was about 2.5 hours.
  5. Too-thin air will also decrease efficiency. The max height I\'ve found before the engines drop below their magic 'optimal' air flow is 12.8KM. Can\'t swear to that 100% but I got to that number by watching engine efficiency during a very long and boring circumnavigation attempt.
  6. Home/End will also scroll the stages up/down - sometimes more precise than using the mouse, especially if you\'re getting \'big build lag\'.
  7. Hardly, if it\'s corrupted I\'ll just let it start over. It\'s an alpha so I don\'t expect it to keep all my stuff and deleting resets the bugged grounded parts anyway.
  8. They\'re not always there (apparently it\'s a bug?). If they\'re in that file they would eventually be recycled unless there\'s another bug I haven\'t experienced. That\'s why I said to delete if they don\'t show up after 50 or so flights.
  9. I always assumed it was modelling gyroscopic precession (\'prop torque\'). Has anybody tried putting some SAS units on to see if they counteract the wander?
  10. Yep, that can happen. Mine currently seem to be perma-KIA also. If you really want em back you can delete your persistence file but that\'ll also remove all your orbiters, debris, etc.
  11. Specifically, when attaching a surface to a horizontal wing center the surface on the wing until it goes perpendicular and then hit A one time. Same for vertical wings (tailfins) but hit W instead. (Hopefully these are as consistent for others as they are for me).
  12. No doubt... Also I\'m relieved to see easter eggs after the comment that they weren\'t working on any secret features anymore.
  13. Minor update: testing complete on 0.15 and all systems are go. Also this update looks _fantastic_ so going to play with it now.
  14. I used the code example from the wiki but I\'m just getting garbage when I try to render the texture... is that example still valid? The code that\'s causing the garbage is (I\'ve tried pre-initializing the texture and also recreating the texture every time I draw it but this is the simplest example): private Texture2D m_tx = new Texture2D(300, 100); private void WindowGUI( int idWin ) { for (int x = 0; x < m_tx.width; ++x) for (int y = 0; y < m_tx.height; ++y) { Color clr = Color.black; m_tx.SetPixel(x, y, clr); } GUILayout.Box(m_tx); } And I get the properly sized window but it\'s filled with a static-y looking bitmap... any good tutorials or docs out there? Alternately any tips would be appreciated.
  15. No you\'ve got it right. What you want to do is add your SRBs and main engines in the bottom stage so they fire at the same time (I\'m guessing you already have this set up). Then put your SRB decouplers one stage up by themselves. That way, when you hit spacebar only the SRBs will be jettisoned.
  16. Actually that would make the most sense... we\'re talking a LOT of lag (and a lot of crap probably left over from failures) on a beefy comp. But, if they were stuck on Kerbin wouldn\'t they have shown up in the persistence file?
  17. Update for v .02; all parts\' binaries and source are now in a single zip and I added a non-forum link for the guest users. Thanks to EndOfTheEarth for the idea to automatically reset zoom on SOI change.
  18. I was wrecking a LOT of ships over the course of several hours, way more than 50. In any case my persistence was definitely somehow corrupted; I was starting to get major major lag going from VAB to launchpad despite having far less debris than I\'ve seen people run with in Youtube vids, so I finally looked in my persistence file and there was no reference to Jeb & co. at all! Deleting the file brought them back within a couple of crews.
  19. I had a weird glitch where Jeb & crew were permakilled. If they don\'t come back you may have to delete your persistence file.
  20. It\'s not possible with the stock game. Although using SAS will keep your ship\'s \'absolute\' orientation, you\'ll find that it\'ll drift in relation to the surface as you orbit and you keep having to make manual corrections. I don\'t know if MechJeb or other mods have the capability of maintaining your relative orientation...
  21. You\'re right, but the vertical snap is far too aggressive for normal use (makes sense that it\'s turned off by default)... wish there was a CFG option for changing its threshold.
  22. Thanks Tosh, although I started this in the wrong forum now it\'s found its home.
×
×
  • Create New...