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Jon144

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Everything posted by Jon144

  1. Is building the turret the issue or the bearing? I have some small bearings that can fit in there very easily.
  2. Might you consider making a replica of the Neubaufahrzeug ?
  3. Excellent video! Very enjoyable to watch. It is amazing how this heat system can be considered by some as better than it was in version 1.0
  4. You can always roll them into the water on detachable wheels. But generally boats can turn out to be very part count intensive and hyperedit saves you on a lot of time, effort and FPS.
  5. I like how some of the road-wheels are busted in the picture. Battle damage?
  6. Can any of you guys tell me when these stupid things get fixed? I don't think I will be playing any more until then. I'm tired of playing through a "Fully Released Game" that has more bugs than it did in alpha.
  7. Yeah. So still just a broken nonsensical mess of physics. Reason can't be expected when fixing these types of issues
  8. I might report back on this soon. But it seemed that the 1.0.4 patch fixed the problem. I remember this behavior happening with a large number of radiator panels in the editor. With any other parts it seems to be fine.
  9. Is it due to the fact that SAS units have the tendency to create small high frequency oscillations when activated? Possibly their micro-spasms are causing a bug where its also creating a ton of air friction in the process.
  10. It was easy to fix that... Just have a small wing part on the fuel tank where the separatron would be firing on. I don't think it was worth making exhaust heat pointless to fix.
  11. It is true. But that means I have to resort to clipping the regular jet engines. Before I used turbojets as a part count saving measure. It is already in the 300's I have not tested it in the new version but in 1.0.2 it couldn't even break 200 with the tubojets. Now in 1.0.4 it cant even break 150 in level flight with turbojets
  12. Nearly everything seems broken friend. This is what you call bug-fixing. An honest question of mine is if squad actually has any dedicated testers. That or they just have really low expectations. We the community can point all these problems out in nearly a moments notice so there shouldn't be any reason why testers can't.
  13. That is the thing though. The dissipation into the atmosphere seems very reasonable but I would expect the temperature of the exhaust and the chamber to be pretty much equal at that close of a distance. But it isn't. But this of course really is not the problem. It is the super-heat tolerant magic alloys.
  14. Same problem here. There was no warning that 1.0.3 would break saves... Since you marketed it simply as a bug-fixing patch. All it did was create more. In my experience at least.
  15. Once when making my B-52 replica I put SRBs mounted on decouplers on the wings to replicate missiles. I never put any sort of fairings on the aircraft yet when I launched the "Missiles" I was given the notice "Cannot activate part while stowed" so the SRB did not fire as intended. I found this very odd. I never even stowed it. Also as I proved in a different post engine exhaust is not going to heat anything.
  16. It really shouldn't be that way. As seen the exhaust trail of the engines used project even beyond the structural plates. The heat shouldn't be so far dissipated just a few feet away from the source. The atmosphere should not be cooling the exhaust down so quickly. The real problem here is how easy heat from engines operating is so much greater than the actual exhaust directly hitting an object. It is implying that all of the heat from the engine pretty much stays within the engine.... which is entirely nonsensical. If you stood underneath a rocket engine in the real world you would be blasted to smithereens. In KSP though it is just a cold gentle shower. And this was not fixed in 1.0.4 Anyone else trying this test should compare the temperature of the engine compared to the temperature of the object it's exhaust is firing on. It is hilarious. The engine is actually hotter than something it's exhaust is directly blasting.
  17. I am so done with these stupid patches. After quitting out of the game to complain I went back into the VAB to see this:
  18. Can you have an option to disable the effect? The after-burning effect looks stupid with my B-52 replica.
  19. I honestly could write a novel on this. It goes for everything beyond .90 Version 1.0.0 up to now is just a continuation of beta. Adding in many new untested systems. Yet having the nerve to call it the full game. Even with squad now admitting that they were rushed on time to make the full release. It is kind of silly. We should still be in beta right now. Version 1 should have been .95 to actually test all these new systems. And it is still possible to time-warp through planets.
  20. They only wanted me to test the part on the launchpad
  21. It is the ridiculous heat tolerance of parts that needs to be fixed. I guess the ridiculous heat resistant alloys the space program uses is why things are so expensive in KSP. But then that brings into question how friction can cause so much more heat... Jet fuel must be a large percentage of the atmosphere.
  22. There are no control surfaces on the wings.
  23. Ah yes I really mis-spoke there. I was really meaning to comment on the level of reentry FX. But I really forgot about how easy those are to fool someone on how much heat there actually is.
  24. Thanks for the help there... Can't believe I missed that. And that is.... Ridiculous. Are these parts made of tantalum? In other news I found reentry heating now starts at the very start of the atmosphere. And that is nearly just as ridiculous as this. And it is spinning around unstable without SAS...
  25. Its not a bug... It is "development" 1.0.3 is designed to fix bugs so this has to be intended. /s
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