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Lysius

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Everything posted by Lysius

  1. At least from what I have seen in the past, the scratchpad branch is used only to prepare a public release. It has been updated and then copied to the prerelease branch for the 1.1 prereleases and also been copied to the "public" branch for the 1.1 final release. They might of course still encounter some last minute issuses, but they are really close.
  2. According to https://steamdb.info/app/220200/depots/ the scratchpad branch on steam has been updated. This means that very likely they are doing some final tests and then push that to the public branch for everybody!
  3. quick save+reload should help. http://bugs.kerbalspaceprogram.com/issues/8212
  4. I find having a full retrograde maneuver node directly above the surface a great help when timing landing burns on moons.
  5. Also be careful when trying to plan a maneuver full retrograde to reverse your orbit. This can break maneuver nodes completely.
  6. The 1.1 anouncement felt a bit like "Thank you for wasting all your time on reporting bugs, but we don't care and released anyway" I hope you can prove me wrong. But at least you activity seems promising.
  7. Anybody knows what will happen with the open Bugs in the pre release bug tracker? Will anybody look at them again? Does it make sense to continue reporting bugs?
  8. Being able to use JKLI with the RCS ports without enabling RCS for SAS (or rotation in general) should really be implemented. As there is no way to get translation from the translation controls without RCS enabled, it should always work for those and the RCS enabling/disabling should just work for rotation.
  9. For the Linux version on Steam there are simply two executables in the game directory (we already have 64-bit version).
  10. Have you tried increasing pixel light count? My space station also looks overexposed, unless I set the pixel light count to a number greater than 30 (likely depends on the number of illuminators on the station). I doubt that in this case an adjustment of the brightness level would help much.
  11. Even though it is possible to use RTGs, I do not like them, because of the environmental problems when reentering into Kerbin atmosphere or in case of accidents. I also thought about fuel cells previously. Ideally they should only start to work when the battery level drops below a certain threshold.
  12. But at least it should be possible to speed up the transfer. Especially when transferring between a small and a large tank, it can be really slow. An other idea is the possibility to link multiple tanks into one virtual tank. This would be especially useful for refueling space stations.
  13. I would also like to have: an "all" button next to the "stop" button during transfer, to transfer all possible fuel immediately do transfers from one to multiple tanks or from multiple to one tank simultaneously (in the way Alistone suggested) a "balance" button that equalizes the fuel levels in all selected tanks have both fuel components transfered together instead of one-by-one. They can't be used separately anyways.
  14. I have seen this vanishing connection nodes two or three times with unmodded 0.20.2 on Linux. Haven't encountered it yet in 0.21.1, but I also haven't built any really complex ships since the upgrade.
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