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leopardenthusiast

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  1. An entire category of parts that are just variously-sized cylinders that hold fuel sounds pretty samey to me.
  2. My (rather pessimistic) guess is that the challenges are meant to get player numbers up, which helps justify Take Two continuing to fund the game's development. But they don't want to encourage people to do anything complicated, because that would lead to even more negative posts here and on social media about the game's issues, so... irrelevant fluff challenges it is.
  3. I'm excited for the new maneuver planner making it easier to do extremely long maneuvers.
  4. You could do that by just having the game save the current real-world time when it saves the game and advance in-game time accordingly when the save file is loaded. No constantly-running server required.
  5. This is not true - a Kerbin year is 426 Kerbin days, which is 106.5 Earth days. That's less than a third of an Earth year.
  6. It's not nearly as common as using kerosene, but jet engines can be powered by natural gas, and that's mostly methane. They've also been run on hydrogen.
  7. LF and Ox resources are visible in the staging list several times in "Kerbal Space Program 2: Episode 6 - Early Access". My guess is one of the following: 1) Methane was at one point planned to be the Standard Chemical Rocket Fuel, but this has since been switched back to the kerosene-like LiquidFuel 2) LiquidFuel is methane now
  8. To show the smaller navball, here's a somewhat nasty looking comparison I made: Ignore the markings on the KSP1 navball - all of the screenshots I had on hand have a replacement texture for it. This is just meant to show the sizes of the two navball clusters.
  9. I don't think the number of markings on the navball are the problem - rather, it's the colour and size. If the navball itself were made larger and the markings on the blue side of the navball were white, I think it'd be a lot more readable. The current navball is smaller than the KSP1 navball, despite the navball cluster being larger overall, which I don't think is great.
  10. It's worth noting that you can do the same thing with the T-shaped 3-nozzle thruster as you can with the perpendicular 3-nozzle thruster - they just go on the cardinal sides of the spacecraft. You get 4 nozzles in each direction either way.
  11. They allow for even thrust in all directions by just placing 4 thrusters at each end of the ship, like this setup with angled thrusters: https://i.imgur.com/69ykUtC.png
  12. I tried DockRotate+KJRNext on 1.12.2 and it seemed to hold the port in position just fine. When I had DockRotate moving the ports, it'd release it and let it sag, but once that was done KJR would come back on and it'd spring back into place. I didn't test it *that* extensively, though, so maybe it just takes a long time for anything noticeable to happen.
  13. Just wanted to report, since 1.12.2 is out - KJR Next works on docking ports again! However, it won't allow docking ports to rotate with the stock rotation function (the slider will move, but it won't do anything). I'm OK with this, since I can just install DockRotate, which I think is better anyway.
  14. Having the old docking ports as a variant would be decent, but that still means that any mod that uses the stock docking port rotation function is effectively unusable. The only proper solution I see is having some way to *completely* disable it - not just lock the rotation of the docking port, but prevent the rotation function from coming into play in the first place. Like peteletroll, I considered using a modulemanager patch, but even commenting everything related to the rotation function out of a docking port's config file didn't help me. Maybe a plugin could do it?
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