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Kimberly

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Everything posted by Kimberly

  1. Kerbals don't die permanently by default, they'll respawn eventually. You can edit the save file to enable permanent death, though.
  2. What about implementing it for tidally locked moons, at least? Their tides are static, with a bulge towards the parent body. At the moment, this would only apply to Laythe.
  3. The SAS doesn't hold course properly at all at the moment. But even if it did, I'm not sure this would be the most intuitive way to do it--when I turn on the SAS, I expect it to lock on to my current heading, regardless of where it is. It would be annoying if you don't want to burn to your maneuver mode but it is locked in there. I would prefer something like RemoteTech's flight computer, where you can simply lock in the heading to prograde, retrograde, maneuver, etc.
  4. In my experience, warping doesn't always lock in your encounter--I've seen my encounter disappear while in warp, and I had to drop out of warp to make adjustments.
  5. I didn't really feel the need to dock until I had already done a lot of other stuff, so a rendezvous was no real problem for me; maneuver nodes got me there. With a bit of trial and error I got to within 50 meters. It all went wrong when I tried to use RCS, but then I figured out that you don't really need RCS to dock, so I ended up docking with my main engine and that worked out alright.
  6. But that doesn't that make it exactly like the old ASAS? Except less effective.
  7. I'm sure Squad plans to implement proper IVA crew transfer eventually, but until then, Crew Manifest will fulfill that role. Just have a tad of patience and wait for it to update.
  8. He said that on a 2D map, the cells vary in size. On his 3D overlay, however, the amount of cells at the poles is smaller, with the average size of a cell being constant all over the globe.
  9. The plugin is part of the main RemoteControl mod, along with the RemoteControl parts.
  10. But the next update (in about a week was the estimate, if I recall) will be incompatible, so it may be best to hold off on it for now.
  11. This should work on paper, but I've never actually tried it, so please don't blame me if there any explosions. But I think that as long as the sea bottom is within the rendering range, you should be able to have a submersed rig and a connected platform on the surface, sure. The camera will probably get awkward, though.
  12. Tip: in the lower-left corner, select "docking mode" instead of staging mode. The controls will now turn the rover, instead of pitching it. That aside, you want to have a very low center of mass to maintain stability, and you want the wheels far away from the center mass. So try to keep your rover flat and the wheels low.
  13. You need something to make yourself sink. You can do this with thrust from engines, or just attaching something really heavy to your craft. If you use KAS, you can attach the drill to a winch and attach the heavy stuff to the winch, while your main craft remains on the surface (you'll have to edit the winch to make it longer). Alternatively, you can push your whole craft down through any means and use the grappling hook to attach it to the sea floor.
  14. You could just say something instead of going "10 char limit". The limit is there for a reason.
  15. The ASAS module now acts solely as a reaction wheel. The inline stabilizer is the actual SAS, and that's where the problem lies.
  16. Is there any particular reason (from a roleplaying point of view) you might want to place a station in a geosynchronous orbit?
  17. Considering the new SAS doesn't seem to function as a heading lock at all anymore, I think the flight computer should be expanded, rather than reduced.
  18. I spot four propellers...how the heck do you power them? I've tried making large transport airships myself, but it seems impossible to produce enough electricity for the propellers.
  19. Try not to use the word "dude" when correcting people, it makes you sound less credible. Normal argon is colorless. You need to apply high voltage to make it glow, which is how they use it in lighting.
  20. But ASAS is supposed to hold your heading. That was the use of the part, compared to the regular SAS.
  21. You can (and could) get your flight report at any time by pressing F3. It just happened to pop up when you ended a flight before, but now End Flight has been removed.
  22. That's entirely by design, in the case of the Fustek station modules. You're supposed to slot the various modules onto each other, with docking ports if necessary, and have a dedicated airlock module through which you can EVA. This is more realistic. The internal hatches are supposed to be used during IVA crew transfer, whenever that becomes possible.
  23. This is the deal you make when you buy: 1) You get the current game 2) You get any future updates, if they are made That's the agreement you sign up for when you buy, and I think that's very reasonable. If Squad wants to move on after a particular point, or is forced to, you shouldn't be able to sue them to keep making the game! Keep in mind that you pay a lower price because you're getting an inferior product at the moment. If they made you pay full price, then things would be different.
  24. I'm pretty sure Mapsat should be able to detect the Mun's new craters. Do a clean install of Mapsat, then go to the settings in Mapsat's Kerbalpedia and activate "Auto-update hilo.dat". It may take a few minutes, but this should allow Mapsat to automatically adjust to the new terrain and make new maps show up properly.
  25. Open GameData\Engineer\Plugins\PluginData\engineer\build_engineer.txt. Change the first line to this: _WINDOW_POSITION = 300, 70, 714, 224 That's the position of my window, which should be visible.
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