RocketMikeMan
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Posts posted by RocketMikeMan
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It\'s not a problem to be fixed, it\'s the natural way of game development. Feel free to continue playing .15 if you\'d like to. I know I\'m keeping all of my versions as a historical archive for later on down the road.
Yea that\'s probably what ill do; it is just a little frustrating because some craft I spent a few hours on making. Nice avatar by the way; I used it once as a lab report cover.
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Then leave and come back when the game is finished. You obviously can\'t handle the way Alpha-stage development works.
Craft compatability has been broken more times than I can remember, and it\'s only going to continue at this point.
And let\'s have backwards compatability in Alpha and bottleneck everything. Real smart.
Thanks for telling me what I can and cant handle I need for you as well as asked you for that information! And yes my point is the fact that it has been broken for a while and you would think 10 or so (not sure on the exact number) updates in it would be something fixed already. Also don\'t play this off like im the only one a little frustrated. Also you spelled compatibility wrong twice 8)
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The game is an ALPHA. As in, it is IN EARLY DEVELOPMENT. There are going to be massive changes on the game\'s most basic level. You should have expected this from the very beginning.
How many updates has it been and they cant fix this...?
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Why is it every time they update the game my old spacecraft are no longer compatible! Im tried of losing craft I designed every time there is an update; why don\'t they start making this game backwards compatible already? This really pisses me off!
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or is it supposed to be this way?
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For some reason the launch escape tower part only comes out as having the tower cut in half right down the middle ... one half is there and one half is missing. does anyone know how to fix that?
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As for ft and meters, you could still visualise it at feet for yourself and give us the metric value. It would save both sides from doing a conversion between the two.
Meh I dont think it matters ... units are units! I mean its a simple ratio 3.28 feet per meter its not hard for you to convert if you dont like 40,000ft or google is your friend if you dont like rudimentary math! Im not asking you to do a Navier-Stokes Equation ... lol dont be lazy buddy!
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IF anyone has any feed back to offer ... it would be much appricated! I am currently trying to make an orbit worthy version and when ever I do the game just does not want to keep the darn thing together even though it clearly should.
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keep in mind that according to my experience, putting altitude in feet is frowned upon seeing that the game uses the IS system and we\'ll have to connvert it to meters. but still a nice plane
Thanks for the complements guys!
Yeah sorry about that; being an American feet is easier for me to picture than meters; just like pounds vs newtons, horsepower vs watts, etc.
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A MIG-31 meets an SR-71 in a fictional Russian Interceptor. Cruising altitude of 40,000 ft with a cruising speed of around Mach 2 at altitude!
X-9SP .... this is the 9th model of my X-SP series, if anyone has anyone suggestions on ways to make it better I would be very happy to hear them so I could put it in my X-10SP!
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Paste this in:
thrustVectoringCapable = True
gymbalRange = 1.5
I gotcha thanks, I didn\'t know you were talking about the part code, I thought you were talking about in game features. My mistake, thank you!
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What I have found to be the best last stage in terms of both performance and authenticity
The final stage is bigger than it is supposed to be when uncoupled but when coupled it is about the right size; this is due to the coupler itself.
As you can see it has detachable launch escape system, parachutes underneath, SAS and ADV SAS (both needed to keep this rocket stable), and de-coupler for command module.
If anyone has a better final stage please post it.
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does anyone else have the problem of wiggling still? Before I even launch I have a noodle like Saturn V lol
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we need some maneuvering engines too!
http://en.wikipedia.org/wiki/Space_Shuttle_Orbital_Maneuvering_System
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There is a separate escape tower mod (by Moach, I think?) that puts a decoupler cone over the stackable parachute, and then the escape tower on top of that, so you stage the pod decoupler and escape tower together, and then the next stage is the tower decoupler and parachute.
Works pretty well.
found it, thanks bud
http://kerbalspaceprogram.com/forum/index.php?topic=2552.msg24863#msg24863
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sounds like somone needs to model a CSM module with split-up parts.
We sort of did that with the old Yawmaster part from Wobbly Rockets, its a RCS tank, ASAS, and 1m x 1/2 meter fuel tank:
http://i.imgur.com/WXg6L.png (ignore the bigger RCS tanks attached, they\'re unrelated)
yup that\'s exactly what we need! Also a launch escape tower that comes off with having to lose your parachute would be great!
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I have been playing around with this and Ive concluded that the launch escape tower (especially the launch escape tower .... it is even bad in orbit), as well as other pieces from other mods that make up the last few stages make this rocket unstable and hard to fly. However I tested just the Saturn V parts you made with an Advanced SAS module and a command module on top (nothing else) and this rocket becomes EXTREMELY stable! For the last stage we need something that is both an SAS module as well as a 'short' fuel tank (becuase the one I saw being used on early pages would be perfect but its too long) and then I think this would fly like a charm. I really love this modd though .... thanks KingTramp
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I got it .... whoever got it to work, thanks very much!
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I really like this, I hope you can come out with solids for this as well as actual shuttle engines
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This is amazing!!! I want it so badly but when I go to download it, it says 'file unavailable'
Why is it every time they update the game my old spacecraft .......
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