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SLAMS

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Everything posted by SLAMS

  1. Yea I read that too, you've misunderstood. If you launch a craft it will retain its settings, thats fine. But every time you launch a new craft it reverts. And again, I dont know why the default camera mode has left right as rotate. To me, that is a camera mode that shouldnt exist.
  2. I'll try not to rant. But why on earth is the KSP2 camera so different from 1? Why would anyone want left/right to be rotate? Am I crazy, is this something I can turn off or something. Not to mention its ultra sensitive, it takes about an inch and a half left to right to do a full 360, why, who wants this? I used to change the camera to "Auto" so it worked like KSP1 but now in patch2... it also rotates? Now I need to use "horizon mode" but I have to change it EVERY SINGLE TIME. I'm getting tired of hitting V. The thing that confuses me most is that I havent seen anyone else complain about this. Is this not an issue for everyone else?
  3. Seems to be the case with SRW-125 and the MK1 Peragrine. This causes the reaction wheels to fight the RCS and cause persistent wobble bleeding monoprop the whole time to fight it if SAS is enabled. Yaw and Pitch is correct. Enabling SAS without RCS will cause the craft to roll to one side and accelerate. You cannot use reaction wheels alone to point the craft at anything with SAS because of this, the craft just rolls and pitches/yaws aimlessly. Edit: Quiting and restarting fixed the problem. So, at some point it became inverted for some reason.
  4. Here's something I've been working on.
  5. I'm just going to throw this out there, I've suggested it before but here it is anyway. Currently your position in the game is a coordinate location above a surface X,Y,Z. So... I say just render players at that location in all games and ignore the location of that planet/moon/thing. This means it might be day in my game and night in yours, and the planet might be in a different place in both our games. I'm saying that just doesn't matter and I will show why I think so below. Lastly don't physically render players that are in any form of warp at all, maybe on the map if you want. "But that means I can't follow another player while they transfer burn" Nope, but unless your craft was identical you couldn't anyway. It would be extremely difficult to do if you tried, and that's just a sacrifice that needs to be made. "But people would pop in and out of existence" Isn't that the way the current mod works...? I don't actually know. Again that's just weirdness that has to happen to not have a programming nightmare. "But people would arrive at planets coming in from a weird incorrect angle because the planets are in different places and facing different directions in each players game." Yep, I don't think that matters all that much. "But someone in solar orbit could look like they are inside a planet in my games map(and other versions of this etc...)" Could, but it would be very hard to do, like hitting a bullet with a smaller bullet in mars orbit fired from earths surface hard. "But someone in solar orbit could fly though a planet and hit me" If you can do this then you are a wizard and your letter inviting you to Hogwarts is in the mail, you should start packing. Also why physically render anyone that is not in you SOI anyway. Any thing else I'm missing...? Beuller?
  6. Granted, you are now a mind reading badger. I wish Cthulhu and Godzilla were real and fighting each other.
  7. Banned. The bullet is on its way.
  8. Granted, you forget why you wanted to and your gender is reversed for no apparent reason. I wish I hadn't murdered that family for a Klondike bar.
  9. Granted, but the resulting jokes are so Meta they exceed all know levels of Cuil theory and can only be understood by hamburgers. I wish I had a Pan Galactic Gargle Blaster...
  10. I suggested that once, people complained that users would have different ejection angles. Also a player you pass through a moon in another players game if the moon is in a different spot. That said there is no point in posting these threads unless you have code, even a proof of concept...
  11. Back in my day there was no quicksave, also we had to walk 15 miles through snow before the game would let us play.
  12. And using timewarp to kill rotation isn't "cheating".
  13. The X15 was rocket powered, not an air breather, so it shouldn't need any intakes. Basically it was a rocket with tiny wings and skids for landing.
  14. AFAIK the lowest orbit should be 2200-2300 around the equator and that's cutting it close. One hill should be less than 100 meters away at that altitude. That said I'm not sure if I did this pre or post mun redesign so I don't know if the terrain changed.
  15. A thought just occurred to me what if the "Duna code" points to a solar orbiting object (small panet maybe) that's not in the map view (I assume not the magic bolder). The angle is the ejection angle needed, the pyramid sun and orbs somehow determine the phase angle... Hiding a planet would be an awesome easter egg... Edit: Nova said the three big dots mean nothing.
  16. Ludodyne airship mod and 3 three meter DSM ION engines + a ton of RCS fuel. It took many years for that ship to make it to Jool. IIRC it was about 60 tons, the three ion engines put out 150 thrust combined... So yea, it was very very slow, and the lift stage was a beast. It also did at least one backflip leaving the atmosphere, every time. http://kerbalspaceprogram.com/forum/showthread.php/9634-PLUGIN-PART-0-14-Ludodyne-airship-balloon-v1-1-%28Apr-23rd%29?highlight=balloon
  17. My method is to do each liftoff to landing on a new planet completely stock. Then, once you have done it once, you can use mods for fun.
  18. Laythe Airbase 1 <iframe class="imgur-album" width="100%" height="550" frameborder="0" src="http://imgur.com/a/8cAyN/embed"></iframe> No save edits, just ion engines (which are almost as bad...). Also the kerbal on Laythe is Jeb, unfortunately I did not place a ladder that reaches the ground. Lastly the thing on top is an airstrip.
  19. Has anyone actually accomplished this?
  20. That was awesome. Here's the joke for those who don't get it. First this is a play on Call of Duty and Battlefield 3 'skill' videos which usually feature dubstep and all the camera spins and junk you see in the video. It's become a MASSIVE CLICHE to the point where people parody it. Second, lithobraking is hilarious and very KSP.
  21. They are not implemented yet, i had the same question.
  22. Isn't this thread exempt, it's a picture thread...
  23. Because i can... <iframe class="imgur-album" width="100%" height="550" frameborder="0" src="http://imgur.com/a/69rDf/embed"></iframe>
  24. <iframe class="imgur-album" width="100%" height="550" frameborder="0" src="http://imgur.com/a/69rDf/embed"></iframe> We're in business, on Jool...
  25. The main engine, downward facing, is out of the Deep Space Mission pack. http://www.kerbal.net/mod.php?id=4 I'm also using some Electrical Energy plugin and Electrical Power Standards for batteries and panels. http://kerbalspaceprogram.com/forum/showthread.php/14144-PLUGIN-PARTS-0-17-EPS-Electric-Power-Standards-0-3-%2812-09-27%29 http://www.kerbal.net/mod.php?id=9 Damned robotics for some trusses and the 360 rotators. The manuvering ION engines are from this mod (VB Parts), that took a minute to find. http://www.kerbal.net/mod.php?id=14 EDIT: BTW I used nacelles to mount the engines from VB Parts.
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