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KSP2 Release Notes
Everything posted by razark
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That is looking very nice!
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Best things to watch on TV while playing KSP
razark replied to RocketBlam's topic in KSP1 Discussion
The first time I landed on the Mun, I was spending my day split between watching through the series and playing KSP. It fit very well. -
KXP: EVA instead of flag planting
razark replied to KerbMav's topic in KSP1 Suggestions & Development Discussion
You learn exactly how hard it is to plant a flag on a particular body. And Kerbal 1 obviously can't tell Kerbal 2 about it. (From what I hear, Neil and Buzz didn't talk to each other the whole trip...) EVA makes so much more sense than Flag Planting. It's not really any more effort. You just click a few more times, since you've already done the meaningful part by getting there. -
Let's see. I paid, I think, $18 for it, and I have 0 hours logged. Hrm. It appears that KSP is of infinite value to me.
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I restarted the game, and now it is showing properly in the VAB. I think your mod just likes messing with my mind... Edit: I restarted the game, and the reliability showed correctly. After a flight, it's showing the same thing, even though it did update on the pad. Started at 92.24% in VAB and pad, after the flight it showed 92.24% in VAB but 94.56% on the pad.
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This one looks to be working! (Mostly. The previously mentioned issue with Flight Data Multiplier seems to still be there, but I'd forgotten about that.) I did notice something. One engine showed a 50% reliability in the VAB, but on the pad showed a 79%. This was the second flight with that engine, so it did have the 50% on the previous flight. Edit: The LV-909 engine shows 50% reliability for Kerbin Atmosphere with 3062.20 du while in the VAB. On the pad it shows 92.24% It shows 58.86% for Kerbin Space with 69.80 du in the VAB. I have not noticed this with other engines, but I haven't tried many yet.
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Dang it. I had to delete the files off the computer when I left work today. I'll create some new ones. - - - Updated - - - Created a new install of KSP. Downloaded fresh copy of the mod and module manager. Here are the files: https://www.dropbox.com/s/a2smhpw02mbfnxf/test_flight_test.zip?dl=0 (I'm not sure if you need the KSP.log or the output_log.txt file.) There are two test crafts. I used Test 1 for a single flight, and then Test 2 for three more flights.
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The first one's not bad. The other has a couple problems. Space suits aren't form-fitting, and they're not fashion accessories. It seems to say "It's okay if you want to be an astronaut, dear. You can do anything you want. Just so long as you look good doing it."
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Commander Jebidiah knows his age, therefore using an age-specific term works. When referring to a group of people, the only characteristic which all of them are known to share being gender, it makes sense to use a gender-specific, but not age-specific, label.
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RT-10 Solid Fuel Booster, from launch to burnout Flight Data Multiplier set to 1.00: 293.40 du Flight Data Multiplier set to 1.01: 121639.44 du Flight Data Multiplier set to 1.02: 216459804.9?(not enough space) Flight Data Multiplier set to 1.10: 22716127689...(truncated, but it rolled over many times) All parts seem to be starting at 0% reliability, meaning everything fails at 30 seconds. All parts seem to be starting at 0% reliability, regardless of the number of flights. Flight data does not seem to be saved properly. For example, the RT-10 SRB seems to be starting with 293.40 du every flight after the first. Minor annoyance: When acknowledging failures from the HUD, it remains the same size, meaning even if it's clear, there's a potentially large rectangle serving no purpose. Would be nice if it shrank down to a maximum needed size when cleared.
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Meh. I voted "I don't care". I start a new save or three every update. There's always new mods or ideas to try. I have very rarely copied a file from the old version to the new version. I also keep all my old installs, in case I have a need to go back to them. However, the main reason for my vote is that I have lost confidence is Squad's decisions for the game. If they continue to move the game away from what I thought they were making, hopefully mods will be able to fix it, and I can disregard whatever "update" is made.
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They've both been removed from my program, since I start with pilots.
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I got a contract to rescue Chuck from orbit. I took it just to find out, and was very pleased that he did turn out to be a pilot. I would have been very disappointed otherwise.
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I haven't run into any issues with the 0.3.0 release. The only things I can say at this point are: 1. Failures seem quite frequent. Testing new tanks and engines on the pad has become standard procedure. I've made it to orbit a few times, and most of those times I couldn't make it back down due to engine failure or fuel leaks. (This looks like it will be changing in the future, so don't take it as a complaint... yet ) 2. This has become very familiar: 3. Thank you so much!
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The "old" parts need an art overhaul.
razark replied to FishInferno's topic in KSP1 Suggestions & Development Discussion
I'm not sure why the part styles need to match. Go look at the Redstone and Atlas launch vehicles. They were both used to lift Mercury, but they had quite different art styles.