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Temeter

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Everything posted by Temeter

  1. So, apparently the ascending/descending nodes values always stay visible when you create a new node! Another one of those little, awesome changes!
  2. I think they didn't use it because the whole engine sortiment is probably going to be rebalanced around some new engines and the upgrade system when the rocket overhaul hits. So some of the old work would just become obsolete when the next version hits. Porkies new part chart and the new engine stats (e.g. stronger LVT 40, 303, etc) strongly imply that there is going to be quiet a bit of rebalancing, especially finally some work on the 1.25m engines.
  3. Yep, and a full rebalance around those new parts, probably including the upgrade system over the tech tree, improving old parts! Not to mention 1.3 should come with a big visual upgrade i general!
  4. I can too to some degree, but I've played RO for too long.
  5. I'm a bit impatient when it comes to reenterting No, I'm certain this was an actual issue with them opening, the speed degrads fast enough normally. I'm always quicksaving during reentry, so I could try it multiple times. But doing the same in my sandbox install, starting with a small missile from the launcpad, I just can't reproduce the issue despite having it after multiple missions. Here it survives every time, just as it should... Guess I need to check an actualy reentry, and then maybe make a ticket if I'm able to reproduce it.
  6. Nah, it works perfectly fine without physics warp. You can sometimes even go lower.
  7. The Beta feels surprisingly stable, I rarely find any bugs, despite being a beta. Only got some very rare crashes, and scene transitions that - just as rarely - take a bit longer than they should. Only bug that comes to mind is a case where a single small parachute would open slower under timewarp than under realtime, but I can't really recreate that one (simple mk1 pod crashes into ground despite 500m opening height)... The early tail wheel is still kinda useless tho, if not as terrible. EDIT: Right, some fairing bugs where they vanish, also seen it on stream. Might be visual only, since they return when you click edit fairing.
  8. The boattail version causes a tiny bit less drag, just tried it my self by launching 2 parallel rockets. I don't completely understand what you're saying. Those upgrades work, they are already an ingrated feature. I just wouldn't expect them to get added too all stock engines until 1.3, if at all, where rocket engines are most likely going to get a bit rebalanced anyway.
  9. Those parts are unfinished, no wonder you got issues. Had the same during an aggressive mun reentry and the shield proved useless, had to use cheats to survive.
  10. Man, there are soooooo many small and big improvements in this update. For example, performance: Specifically the aero FX was killing your fps in the last patch, but where a stratolancher crossing mach speed caused me to drop to 13fps and sometimes lower, I'm now staying around 60. Or the lighting, which is much smoother. Much more pleasant fonts. Shorter loading and scene transition times. Save and load option in menu (still gona use hotkeys tho ). Countless of those little changes, probably forgot most of them already...
  11. I think you're spot on, at least to some degree. Stockholm Sydrome anyone? >:D I'd say most people will get used to it. And considering the amount of stock replacement/circumeventing mods (from Vens to KWR), there seems to be a lot of interesting in beautifying up the models. Nah, no more tools for small rockets. Only a smaller 909 (which gets in turn bigger) and an inline-puff. The engines itself aren't delayed, apparently the others are just not finished and we got the ones already sufficiently done.
  12. Btw, engines with fuelpods like the 909 also have some fuel built in! Interesting. Yep, sounded to me as well as if they come without configs, yet they are fully config and even have upgrade-stats! I think their numbers are still a bit WIP tho. Quite usuable, but I wouldn't rely on them to stay the same tilll 1.3.
  13. Btw, one reason the 1.25m engine ingame are so weak, are the upgrades you'll get with later tech. You can't really take their start values at face value. Seems well thought out tho, even if some values are obviously still VIP. Finally early engines are weak at the beginning, but get boosted later and don't become obsolete anymore. Maybe need to be upgrade somewhat less hardcore, idk. Vector nerf is good, making it a high ISP/medium thrust alternative to the Mainsail, more akin to a true sustainer (like the SSME), is a good choice in my book. I also like how the classic 909 is basically split into a heavier 909 and a lighter 303. Mammoth nerf is fine I guess. Means our strongest engine is weaker, but the plate-less compact engines can be much easier massed, and procedural parts can create custom fairings if needed.
  14. Don't they? And here squad said they released that pack to help with the anticipation The vector is one of the most obviously OP engines there is. It's a better mainsail at 2/3rd scale. Also, you're wrong about the poodle.
  15. They are going to look different in 1.3, currently you're seeing downgraded versions since the PBR shaders aren't yet implemented in 1.2.
  16. It's actually integrated into porkjets preview engines!
  17. It's all ingame and functional, the engines get upgraded. UI integration is a bit iffy, since you can only get the upgraded stats by placing an engine and clicking 'show upgraded stats'. The usual part list right click menu only shows the normal stats and a warninr 'upgraded stats available'. Btw, if you want to see the upgraded engines in sandbox, switch is in the difficulty menu.
  18. Lets try to figure out the engines! So, Kerbodyne is (advanced?) US rocket engines, that's kinda obvious. New KR-1 is of course F-1 inspired (even got the double KR-1B ). Poodle is AJ10. The Rhino is harder... maybe the dropped M-1 engine (Liquid Hydrogen F1 variant)? But what are the others? Jebs Junkyard could be early US rocket engines, the LVT-45 seems to resemble an H-1/RS27 engine, poodle is lunar landing module (which was also used as rocket upper stage). But I don't get the LVT15/30. 15 might be russian inspired following a single R108 (soyuz) bell and the pug reminds me just a bit of their fregat upper stage. A for Rockomax, that's harder. Probably european or japanese engines? I think the skipper resembles the H2B E7 cire engine, and the massive pipe thingy feels less american.
  19. Awesome, we'll even get surface attachable variants without mounting plates!
  20. Man, I love the audiovisual changes to RCS! Mono and LFO RCS even have different plumes. The puffs (rcs engine) plume looks great as well, probably the most realistic and best looking effect of pretty much all the rocket engines. Also, the game looks better. Can perfectly put it down, but it feels like the whole thing is a bit more brighter, colorful, smoother. Shaders are different I guess.
  21. Stats are placeholders for sure, all of them aren't even integrated into the tech tree. I'd imagine that we'll also be able to add/remove the boat tail later via context menu, instead of having 2 models. As for the cfg, there is also an upgrade option in KSPs menu, implying you can 'buff' older engines by researching later tech nodes. Might finally solve how weak early tier engines become over the games career? Anyway, devs already said the option currently is only there for modders, nothing in stock actually uses it. Should be somewhere described in the documentation, they said.
  22. Those parts don't even look nearly as good as they could. Just wait until they get their special shaders.
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