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Jarin

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Posts posted by Jarin

  1. On 9/26/2017 at 6:47 PM, herbal space program said:

    That was the ticket. Even though it totally  looked like everything was attached properly, the decoupler did not take anything with it when I pulled it off. Checking carefully, I can confirm that the tanks were not visually connected in any way, i.e. the VAB editor showed light through all their points of close apposition, yet still they are somehow connected. I'm pretty certain I never used the offset tool on those tanks either, so I guess it's just bad behavior by the building UI.  I know for certain there was a time when this sort of side-to-side attachment of tanks did not result in automatic transfer of resources, because I've had this issue many times before in earlier versions, and while the tanks didn't separate as expected, the engines attached to them still stopped when the tanks above them were drained, and they were drained in the correct order.  Since around 1.1 though, I've played almost exclusively with single-stage craft, so I guess that's why this is new to me.

    That actually sounds to me like symmetry shenanigans borked your craft file. It happens sometimes when you try to symmetrically clone parts that themselves have symmetry on them (which sounds like what you've done with the quad-coupler). I've had that happen a few times before. See if there's other parts you can remove without taking the things that are supposedly "attached" to them. Sadly, if that's what's going on, your only option is "rebuilding from scratch in a new craft".

  2. On 9/11/2017 at 2:47 PM, AeroGav said:

    What should I name this ship ?

     6km1KyQ.jpg

    The usual themes (some sleek, usually carnivorous) bird, or mythological creature don't seem as appropriate because the appearance of this thing is neither sleek nor birdlike,  in fact with it's blunted nose it 's more like a lamb or a puppy that's trying to nuzzle you.    It actually looks cute?  Have I been watching too many cute animal videos today?

     

    The front reminds me of a duck for some reason. I vote naming it the "Mallard".

  3. 2 hours ago, DarkOwl57 said:

    I believe (But not certain) that your problem might be coming from air intake issues

    When I was making a hyper jet (4 Whiplash engines strapped, clipped, and otherwise added to the fuselage), I found the shock nose intake to be the best bet for an intake. Of course it could also be that you're too high in the atmosphere

    Nah, been over that. The discussion's around here somewhere (a challenge thread I think?), but put simply, changing the intakes up didn't seem to have an effect on the top speed. Still waiting for a response from @Kerbal Noob up there to clarify the 1900... I suspect shenanigans. 

  4. 1 hour ago, wumpus said:

    One real problem with a Mk1 cabin is that it doesn't have exterior doors.

    They actually have doors on the end. They're completely closed if in a stack, yes, but if you're using them in a vaccuum, it's easy to leave a front or rear node open for access.

  5. 7 hours ago, CaptainKorhonen said:

    In other words, what they're saying is basically "singleplayer modding is okay, unless we suddenly decide it isn't for whatever reason". If T2 want to be phallic objects about it, they can still take down any mod or tool they want, for any reason, even if that support article doesn't classify said mod or tool as being against the "rules". This "announcement" changes nothing.

    It means that we're returning to the status quo, and Open IV can resume development once things are hashed out a bit.

  6. On 6/22/2017 at 1:39 AM, TotallyNotHuman_ said:

    I don't really think that's going to happen. The case would get laughed out of any court with even a mediocre judge and jury.

    Missing the point that filing a lawsuit is too expensive for most of the victims in these cases, so they (like the GTA modders) basically have to give in, even if their legal rights are probably being violated.

  7. 2 minutes ago, ZooNamedGames said:

    Release was on squad and Squad alone. At least we know Squad and how the manage their game.

    We see ice off the bow, this is our move.

    Squad has been spinning their wheels a bit since 1.0, and - while I'm among the first to harp on "AAA" devs when they do excrementsty things - Take Two is far from the worst big studio that could have come along. I'm honestly cautiously optimistic. KSP has been in desperate need of some professional dev help for a while now.

  8. 3 hours ago, klgraham1013 said:

    Pre-release: People complaining KSP is getting translated at all.

    Post-release: People complaining KSP isn't translated enough.

    It's almost like the community isn't a monolithic hivemind all wanting the same thing. Shock!

    I think I've moved from "waiting for new useful KSP features" on to "waiting for someone else to release a competent KSP clone". 

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