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Supernovy

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Everything posted by Supernovy

  1. Adding a node would be fairly simple, just putting the node definition in the config and telling the docking module to use that as the reference node.
  2. AFAICT, doing this would take a significant change to the way lighting works in the editor scenes, so I wouldn't expect it soon.
  3. I think I agree with you there, Lexif. At least now we can use multiple LV-1Rs as a stopgap solution to the intermediate thrust problem.
  4. Would you prefer them having the same stats, or a TWR boost to the stack version? Just wondering. Personally, I think that having two parts with the same stats would be redundant even if they had different attachment logic.
  5. I believe the 48-7S was like that when it was in KSPX. I think it gets the Isp bonus as compensation for having restricted placement - something I might like to see on the LV-1 versus the LV-1R. As for aircraft fuselages, I don't they've been touched since 0.18. There are a lot of config inconsistencies like this, and presumably they will be rectified at some point. Submitting a bug report/feature request may help in this respect.
  6. The 'stupidity' stat in the map view info panel is inverted, the astronaut complex one is correct.
  7. Are you using .DAE or .mbm for model files? If you're using .dae, you'll have to send them through unity and turn them into .mbms to be compatible with 0.20+.
  8. The changelog only works if the devs remember to put all the changes in it, heh. One undocumented feature I know of is the RCS translation compensation that happens in precision control mode. I assume you read the readme.txt?
  9. Perhaps the functional descriptions could be bundled in with the part stats, for example "reaction wheel torque - this helps you turn the craft"
  10. Indeed, right clicking the filters selects more than one at once. Since this is already in game, thread locked. Have a nice day.
  11. You can change the navball / Flight GUI size in the settings. There is no hotkey for it, however.
  12. Other continents are quite pretty. I encourage you to spend some time cruising around in a plane through some mountains.
  13. Taking off and replacing symmetry enabled parts has messed up the action groups in my experience, redoing them after tweaking the construction generally fixes it.
  14. Indeed it is. http://forum.kerbalspaceprogram.com/showthread.php/36863-What-not-to-suggest Thread locked, have a nice day.
  15. It seems some of these are in need of balancing. I'm sure that will be included in a 0.21.2 patch if there is one. Personally, I think that the reaction wheels should maintain a constant electric charge to torque ratio, but have differing mass to torque ratios.
  16. Necro indeed, and it happens to be in game already: Alt-f12, Database, Reload All. Thread locked, have a nice day.
  17. You can also see messages pop up in the debug log when you progress.
  18. There is no longer a distinction between ASAS and SAS. SAS is the stabilisation when you hit 'T'. Both of the old ASAS parts contain that. Some parts now also have reaction wheels, for example the old 1.25m ASAS and SAS parts. The old SAS part, now inline reaction wheel, does not have SAS equipped so will only help during turning, and won't do anything when you hit 'T', unless you also have a SAS equipped part. The command pods I think are also SAS equipped now.
  19. SAS-equipped means it has the controller/stabiliser system in it, i.e. it will actually do something when you press 'T'. If it lists torque values, then it means that it also helps you turn the craft (at the expense of electricity), and that if you have a SAS equipped part, it will use that torque when you press 'T'.
  20. I tried my hand at a Kerbal A-10 Thunderbolt a while back.
  21. Actually, you can see mass without mods, launch the payload by itself and go into the map screen and it'll tell you the mass of the vessel. You can also use this to calculate delta-v, by getting wet and dry mass (after burning all the fuel on the launch pad), and using the rocket equation. The electricity thing is a bit trickier, with some of the rates in the VAB being listed as per minute and some per second, but the Resources menu in flight can help. A lot of these things require test flights, I suppose. As for stage separation, I usually end up separating above 20 kilometres, but it depends heavily on the design. Parallel stages tend to be dropped earlier, while serial stages tend to be separated later.
  22. Because he's QA Lead, DaRocketCat.
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