Jump to content

Splode

Members
  • Posts

    129
  • Joined

  • Last visited

Reputation

7 Neutral

Profile Information

  • About me
    Spacecraft Engineer
  1. Fantastic, but I think the ice effect needs more work. I think that it should flake off for a little longer, rather than all coming off at once. Keep up the good work.
  2. Sperglords with sperglord licenses. Check the modding terms and conditions because I'm pretty sure this sort of license won't be permitted for much longer.
  3. .22 version seems to be causing the occasional crash-to-desktop in .23 (if it happens, it happens when I use KAC to switch to the relevant craft upon an alarm triggering). Hopefully .23 version will fix it, it just seems to be general instability.
  4. I can't save or launch vehicles from the spaceplane hanger: when I move the mouse up there, it greys out all the buttons. What have I messed up? I had chat open, mystery solved. Leaving my shame here for others to learn from.
  5. Still has some problems with ships being eaten unexpectedly, but it's certainly improving!
  6. I had this problem, and it turned out I was using the wrong IP address. You need to put in your local ip address I believe, though it could be your internet one. I've only tried the new patch locally so far. Once I put in my local IP it worked correctly.
  7. I'm also having this problem. Bloody spaceport! edit: it's working now.
  8. I don't have them in my parts directory though, and I still have this problem.
  9. I accidentally killed Jeb, and this time I didn't simply revert to launch. Apparently the original three astronauts respawn? Does anybody know what triggers this? Is it a certain amount of time? A certain number of launches? EDIT: Did a little bit of research, and it appears that kerbonaut respawn is enabled by default in the persistence file. Do the original three have any special respawn characteristics? Does respawn enabling only effect them, or all kerbals? Conversely, does disabling respawn prevent any kerbals from respawning except for the original three? TIA.
  10. I try this mod out every so often, but every time I do, it still seems overly harsh and not particularly compatible with an otherwise vanilla installation of KSP. Oh well, keep up the good work, you're getting there!
  11. Check out how the landing gear does it: Their drag value changes depending on whether they're deployed or not, so you could use that method to make an airbrake.
  12. I feel terrible, and now that the game remembers my shame, I am even more careful than I used to be. However, revert-to-launch and revert-to-assembly mean that kerbals who die generally don't die permanently. I really like the perma-death system though, as it encourages me to plan safer missions and include abort systems. Craft without abort systems just feel dangerous and naked now. On top of that, abort systems are so much fun to design!
  13. As others have pointed out, this is misleading at times. The fuel in KSP is a lot less efficient than actual rocket fuel, and the thrust to weight ratios of real engines (and fuel to weight of tanks) is much higher in real life. Otherwise the game would be too easy! The main reason for the shrinking of everything in KSP is so everything takes less time, rather than to make things easier. There are things we don't have to deal with in KSP that make life hell for real engineers and scientists, but the underlying physics isn't really one of them.
×
×
  • Create New...