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TMS

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Everything posted by TMS

  1. I think SQUAD described the procedural fairings as being "out of necessity" which, to me, implies that they're not real keen on procedural elements. It's a shame, as getting procedural wings and tanks would be such a bonus.
  2. Fast forward over SOI boundary. Disaster averted.
  3. Flatten the tier 1 runway and put a brick wall at the end of all tiers. By upgrading, you increase the probability of successfully taking off.
  4. I'm amazed anyone would consider a 20 minute load time as being normal??? Interesting that a VPN would have such an impact though.
  5. Several other categories would be nice. Spaceplane, satellite would be the obvious ones.
  6. Both of these. Obscure tab icons don't make much sense to me, either.
  7. Because it supports the "do nothing" action. FWIW, Reddit seems to think it's BS as well http://www.reddit.com/r/KerbalSpaceProgram/comments/2scl9k/harvester_details_the_aero_overhaul/
  8. I remember being glued to the TV on that Christmas Day, and being so disappointed when it didn't work. Poor old Beagle.
  9. One of the Devs has a craft file that they built which, it is implied in the stream, is an example of a plane that shouldn't be able to fly. From the scant description, it's a craft covered in multiple layers of wings at many angles.
  10. I just listened through the video. Yep, he definitely meant "intuitive". The use of the term "predictable" precedes this statement about aerodynamics: "The first goal... is that the game has to behave like you would expect it to behave". To me, that's almost a working definition of intuitive. He follows this by discussing aircraft shapes that shouldn't be able to fly.
  11. Title says it all. How many times have I accidentally pressed SHIFT when transferring fuel, sending my station into a death spiral? I've got to the point where I have a protocol that I always deactivate engines when I dock. But sometimes I forget. A mod that did this automatically would be pretty neat. Bonus points if it reactivates the engine when undocking (and sets the throttle to zero as a safety measure).
  12. This is a great mod. Makes powered splashdowns a more enticing prospect. Also missing the splash and sound effect. Not that it's a bad thing. That stock splash sound is ridiculously loud.
  13. Yeah, what's that about???? I thought I was doing it wrong.
  14. Eeeewww... a return to parts providing functionality. Damn. At the moment, my early game consists of choosing between an engineer or a pilot in the one-man capsule. Which means I either lose SAS or basic information. The beauty of Kerbal Engineer v1.x was that it (quite rightly) fixed a gross oversight of the stock game which limits very basic information in the gameplay window and didn't require the use of parts. This information is available in the map view... but who wants to spend time playing the early game looking at that? Can I suggest that particular information is available to all professions, irrespective of parts attached or Tracking Station status? To honour what's available in the stock game, Altitude, Altitude (sea). Apo, Peri, Time to Apo and Time to Peri should always be available. PeeEss: Wuv You.
  15. Every time you do it, a forum member's angel dies.
  16. Ah... the DEMV mod. Man, they were ace!
  17. It seems to me that the whole system of folders (including browsing support) for craft files and subassemblies will need revisiting at some point. But, yes, I agree, I use the root ships folder for storing designs that I regard as being near-perfect and would use on any save.
  18. Ryan... Chad Jenkins posted a video that may be of technical interest: http://youtu.be/6gfFPfgovoY
  19. I find it amusing when people proudly report that the only clipping they use is that which the stock interface naturally allows. It's a special form of nonsense that I find particularly yummy.
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