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B15hop

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    Rocketeer

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  1. I’m behind you guys but the trolls are going to absolutely trash this update. I see the torches and pitchforks already. Good luck folks, sincerely. I’ll be here regardless.
  2. Lol.. Like 1-5ish? Once I started separating stages it got a bit better and once I separated the small craft it was perfect. But during decoupling it was like .001FPS lol
  3. Awesome! I look forward to seeing what you come up with.
  4. Yea, radial decouplers are very fragile as well. Can't even use them with medium solid boosters without struts and they are extremely unstable regardless. But I absolutley destroyed my biggest ship to ever launch this week..lol. 1546 parts in this one.
  5. Absolutely. In terms of things that should be higest priority, This is like number 1 to me now. Steering planes and rockets with no analog support is rough. It would just make the game so much more playable and enjoyable.
  6. So this took me more time than I care to admit. Every time I though I was almost done I had some kind of catastrophic failure. Lol. I’ve been working on it for around 4 weeks but finally it is complete. So can you build ships with over 1000 parts? You bet! And it runs every bit as bad as KSP1 did lol. But that’s to be expected. So here it it.. My castle in the sky.
  7. Took me weeks of banging my head into a wall but here it is. Finally lol. Ladies and gentlemen, I give you.. Castle.. EDIT: Busted my ass on this and you know what I got from this community? Sarcasm.. Why bother? Moving on...
  8. After about 4 weeks of going crazy. I finally got my 1546 part ship into orbit and landed both of the ships attached to it. It’s basically 3 ships in one really lol.
  9. Vehicle stuck in VAB floor fixed! SWEET!!! Tons of great stuff in here! Hope... Returning... Grerat job everyone!
  10. One thing I've noticed is the game hates medium sized solid rocket boosters. Don't even bother with them lol.. My two cents. I'd rather use mroe small ones with decouplers. The medium ones with decouplers are jsut near impossible to make stable even when using struts at multiple points to secure them. Sometimesif you just do revert to launch it will cause that initial load in to be less severe than the intitial load in and the ship can live. Idk why but it seems that way for me almost every time. If the ship is borderline stable, the initial load in will kill it but the selecting revert to launch will let it live.
  11. If they simplified the physics a bit and allowed for "welding" parts together essentially instead of having the game consider them joints, it would cause much less strain on systems. This could be an option for larger structures such as colonies perhaps? Maybe something you could do after something gets put into a stationary and locked in position. Could even be an option. "Would you like to make this station permanent" (YES/NO) then bam, it executes some kind of weld command. However, that would obviously make the station have many fewer joints and would be much less fun to watch if you "accidentally" ran something into it, as it would only break at a few major locations or even be considered just one object. There was a mod for that in KSP 1 called something "Weld" you could use to make a massive ship, execute the weld command and it made the FPS absolutely beautiful for it. But like I stated, it then considered the ship one large item.
  12. Absolutely, this would be great. At least we could identify any issues before launch and set inverted axis on parts if need be.
  13. I build things to their absolute limit and the brink of self destruction. To the point that just Putting it on the launchpad is likely to destroy it. I spend days, even weeks getting designs stable but when they finally get the job done, I’m stoked.
  14. Ooh that’s gorgeous. Forget fixing bugs, put this in! Lol
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