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wolfedg

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    Spacecraft Engineer
  1. I think 1.0.5 may hold out long enough for me to make it to the next patch. Take your time :) I know I've said it before, but even when I first started playing this game in 0.18 (i think) it was like a complete game to me, so anything new is just a bonus. Not that I don't look forward to the upgrades though. Keep up the good work.
  2. It may be just me but it seems this argument comes up in some form no matter what they do. If they focus on spaceplane parts then the rocket crowd gets upset, if they focus on rocket parts the space plane crowd get upset etc. I've been around here long enough to realize that they generally rotate the types of patches each time. One patch you might get new rocket parts, another focuses on aerodynamics, another focuses on spaceplane parts, another focuses on unfinished IVAs, another focuses on optimizations, ...ui, ...tech trees, ...space center buildings and grounds, planets, navigation ui, ...etc... Of course sometimes some of these are mixed into one patch, but there are only so many things they want to put into a single patch project. Nothing to worry about. Sooner or later they will get around to what you want upgraded.
  3. Thanks It worked well, It would be nice if there was a link from the ksptv main page to the profile page, but it worked.
  4. Cant wait The new Jet Engines are what I'm waiting on. P.S. Only two youtube videos?? Wish i could've watched the streams yesterday but twitch hates my internet.
  5. In my opinion the issue with rovers is directly related to the low detail scenery. Without fine details like grass and surface features, it is very hard to get an accurate representation of speed to the player. Furthermore this also makes for a very boring locale in any one place that once you've landed you've really seen everything in the local area. This is why I think that after they get down with the unity upgrade they should focus more on surface details and giving us places to actually visit and stay a while.
  6. You may also want to consider alternative rover delivery methods. Most of my rovers have used this type of landing. (This was my first rover MK_I and was admittedly unstable, but the delivery method lived on in my other rover designs since. MK-1 MK-2 (Notice the landing leg on the nose that was used to cushion the topple after landing) MK-3 (This was by far my most used rover in the early days even though it suffered from unavoidable symmetry issues that made it a little difficult to drive, nevertheless better than its predecessors) My experimental All-In-One moonbase with attached (and very unstable) rover. Another possible delivery method to atmospheric worlds (though I only employed it on kerbin) The strange looking vehicle to the far right was a refueling station that had been dropped in form orbit. Please forgive the age of these screenshots as lately I havent really done many rover missions. I am hoping and waiting for a complete rework of the rover driving system as it is very problematic making it too easy to get going too fast or topple your rover unintentionally.
  7. That works fine if you are using mods, but it is (for me) extremely difficult to plot an interplanetary transfer from within kerbin's soi.
  8. I never bother with launch windows, they are too much trouble. I just put my craft barely on the appropriate (inward/outward) Kerbin escape trajectory and then make my maneuver node for the transfer once I'm out of Kerbin's SOI. It usually means a bit of a wait for the transfer but it works.
  9. I don't know if thats what the OP is referring to but I highly recommend the FASA Gemini pod. It even has an awesome IVA.
  10. I think a lot of it is ever since 1.0 it seems like every other thread on general is a complaint about something. I've been here since 0.18 and have never seen so many critical threads.
  11. Ah ok that sounds good. Now i'll have to check out how to tweak gimbal range. Thanks for the help SAS has come along ways from when I started and you had to set/unset it every time you wanted to change AoA. Note to MODERATOR: Since it is a known issue and a fix is in work you may tag this as resolved.
  12. I launched a very basic orbiter (flt200, lv909, small rcs tank, rcs thrusters over the cm, 1x6 solar array x2,and a pod/parachute)yesterday and i noticed if i put SAS on their was extreme fighting b/w the engine gimbal(even with the engine off), rcs, and pod torque. Disabling 2 of the aforementioned did stabilize it but I would hope this is not an intended (feature).
  13. Bump for final update - - - Updated - - - I updated what I could. I had to change the nose back because it was messing with the aerodynamics. The wing project was turning into a horribad clippy mess so i just stuck with what i had. If you want to work on it just pm me and I can E-mail the craft to you. That goes for anyone else that wants to work on it as well and you can share your changes in this thread.
  14. You're not going crazy. I want to think it was mentioned in a squad cast but it could've been dev notes.
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