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Tex_NL

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Everything posted by Tex_NL

  1. Not exactly what I expected but very nicely done.
  2. The 'proper' way to progress from one version to the next is simple. Don't give a crap about whatever anybody else thinks you should be doing. Do what you want. Not what I want or the next thirty people. Do what YOU want!
  3. Yes. The nyancat comes from MM. Just wondering. Did you fall for the necrobait?
  4. Don't worry. This all happened two years ago. At that time Blizzy was toying around with a fake mun landing Easter egg in the menu screen. Welcome to the nuthouse.
  5. Question: What version are you using? I see a lot of outdated parts and you're talking about infinigliding. The infamous infiniglide bug hasn't been in the game for quite a long time. Pretty sure what you're doing won't work in KSP 1.2. Or at least your craft won't.
  6. @Veeltch I've got a small suggestion to ease your pain. Go into ../GameData/Squad/Contracts/ and open Contracts.cfg. Look for the line that says AverageAvailableContracts = 10 (it's pretty close to the top) and increase to a higher number. Now there will be more contracts available at any time making the interesting contracts appear more often.
  7. Well I do. And you too have been on the forum long enough to know this could would happen. Fortunately this childish prank is harmless and doesn't affect gameplay. But still, it has no place in KSP and should not be there.
  8. According to the description they should. But I personally never noticed a significant difference.
  9. Speed doesn't kill. It's the sudden deceleration that does you in.
  10. You nailed it there. This is probably why I never paid much attention to this before. Looks like Data Gathered multiplied by Data Value equals Science. But how, what and why, I haven't got a clue.
  11. @Clockwork13 Are you talking about the data in the MPL science lab? This data most definitely has a use. Throw a few scientists into the lab, supply it with a steady amount of electricity and click 'start research'. Now the data will be converted into science points you can spend in the R&D building. It does take a while but it is absolutely worth it.
  12. For me it is pretty much the opposite. Finally the throttle is at 0% (as it should be) without modding it.
  13. This is going to safe so much time. Edit: Confirmed. Kerbals still inside WILL be credited for flag planting.
  14. Do your Kerbals have to be on EVA to get credited or can they stay inside?
  15. And the next craft it was gone again. No. Always (in)visible by default is much better. At least now the NavBall behaves as it should.
  16. Two more little things: Option for the NavBall no longer to play hide-and-seek in the map screen. Option to disable part glow in flight.
  17. Just wondering: Both of you have been on the forum for a few years now. So it's safe to assume you're both playing KSP for quite some time as well. Have you seriously not noticed this navball behaviour before? It's been this way for years. It has been such a big issue for people that it was modded to make the navball visible by default. The only thing new about it is that in 1.2 for the first time you no longer need a mod to stop the navball from hiding.
  18. Wingless planes fly ....briefly. Landing, now that's a whole other matter.
  19. Build a plane, go supersonic (Mach 3 should suffice) at low altitude and pull up HARD. Just make sure you don't black-out your pilot.
  20. Thanks. Will give it another try. Edit: @maja You were right. It does indeed work. I should have been as stubborn as I usually am and simply try it myself. @Alshain This one too can be added to the list.
  21. In 1.0.5 that worked great but I've tried it in 1.2pre with no luck. Have not tried in in the full 1.2 release though.
  22. After dinner I took a closer look at KWR and found a few more issues. Well, it's more like a single larger issue: KWR is in desperate need of some balancing. The 1.25 Stack Decoupler for example is the KWR counterpart to the stock TR-18A. The KWR decoupler has a much lower profile but it is five times heavier. 0.25t vs 0.05t.
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