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Tw1

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Everything posted by Tw1

  1. I had an unplanned separation between two orange tanks, and had to strut things up. But apart from that I haven't noticed any difference.
  2. I have a problem where the parts seem to block others from loading. Will try again in the afternoon.
  3. While everything is still fresh. But having just marked out the site for a big mun base, I'm in no hurry for any changes. To those craters, anyway...
  4. The pole is a cool place to go. Good luck rescuing Jeb!
  5. I like the idea of leaving it as a reaction wheel/sas for rovers, or the probe core idea. Maybe both?
  6. It does look a little plasticy to me actually. Perhaps they need to add a little tonal variance somehow, to liven things up, and reduce the problem of the craters looking so similar from a distance.
  7. Sometimes it's fair, I mean, imagine reading "This is a tank full of fuel" again for the seventh object. Boring. Sometimes, I suspect they're encouraging you to try things out for yourself. But I'm still not certain what that funny curved fin does.... With mod parts, keep it in perspective that they are something someone has made as a hobby. They may not be as gifted in describing or writing skills, or have other things to do instead of writing a detailed description for their 100th part. Like work on that 101th part they just got an idea for....
  8. Love a good rescue mission. That was nicely done! The pics are all very well selected. My favourite: His expression is perfect for the dialog. (P.S. This is probably better in mission reports.)
  9. That is odd, yet they tested this for so long. It seems like a mammoth task making software. I'd like them to be rearranged, who doesn't want a little extra Delta V? If bugs keep popping up, maybe..... 0.21.2?
  10. I use it sometimes when I'm feeling lazy, to point the ship in the right direction. Or if I need to make ultra-precise landings. The aerobrake calculator, and landing prediction thing are both extremely useful. But I don't always bring it, and then bring kerbal engineer instead.
  11. It makes good retro rockets too. Well, its KSPX incarnation did, there are a few more parts that I need to get working before I can update my starfighter.
  12. I had an awful lot in 0.19... Mostly things from my first Munar attempts, that ended up in Kerbol orbit. Lots of dead landers across the surface, including the one that made my first landing. I did leave my first Duna rover behind, though. And the original module for returning my first Moho mission, which was orbiting the opposite way to the capsule it was supposed to recover...
  13. It's working fine for me, I'm used to mechjeb's Kill Rot. The main problem so far for me, is things bugging up the parts folder.
  14. So, turns out the old design did use the bigger landing legs. Problems solved. Good to know it wasn't trouble with my game, still a few part loading bugs I need to sort out. Withstood rigorous testing sans problème. Some future stranded kerbals will be pleased. Thanks for the advice, guys!
  15. I'm sure I remember using them before, and having them work completely fine in previous versions, for both very similar and heavier landers. But the bigger ones still are more stable, I'm going to stick with them. I still think this is odd.
  16. I am experiencing a bit of a problem. Jeb and Desberry are optimistic, but I'm finding this a more than a little inconvenient. I did some experiments, seems to be that radially attached tanks and landing legs are connecting in a dodgy way. I also did some experiments, and found legs clipping through the ground. The little dance is enough to pull some ships to bits. Anyone else experiencing this?
  17. So, I was trying to make the legs on a lander less wobbly. Then I staged just for the fun of it. With engines running. Here, I present the first Kerbal Hair Dryer! Runs for hours, and you don't even need to take your helmet off. Not wanting to let Bill have all the fun, Melmy and Danble came out to join him. After a little rearrangement... A Kerbal Sauna! This was behavior not at all desirable: After tripling the landing legs, all seems to work once more. Edit: Nope. Turns out I needed the bigger ones after all.
  18. They must have different reaction wheels inside the capsules. Reaction wheels are a little simplified in game, to make things easier.
  19. Spent the time I'd allocated to playing KSP taking Mods in and out of the game, and trying to find out which one was making all the parts but Damned Robotics disappear. Turns out it was Damned Robotics... Then discovered my Rescue rocket's lander likes to dance when I go to it from the tracking station. I'll need to find a way around this if I'm to get my crew off the Mun.
  20. Sometimes the ability to use torque is useful. Like when you weren't expecting that bump to be quite so big..
  21. That's a good point. I reckon we'll just have to stick with toggling SAS to steer rovers.
  22. On another thread, Nova said he may want to tweak it. Maybe keep your bases outside the craters for now. But then, we don't know what might happen.
  23. The changes to Eve have got me reconsidering where I'll land the Eve boat, with all the little islands that seem to have appeared. Decisions, decisions. Well, gotta build the final Eve boat too.
  24. Depends on the personality of the kerbals. How many makes it good Fun.
  25. It shouldn't matter at all what the orientation of the Navball is for roving. But, that was something I was wondering about too. Just have to use the old technique of tapping it during turning, I think. I used the old ASAS to hold a heading on some rovers, and grounded planes, but they needed you to double tap T to update the orientation.
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