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Hecatonichosachoron

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Everything posted by Hecatonichosachoron

  1. I've been able to replicate this reliably with both the ST-Micro-1 and SRT-XS-XXS. Both seem to cause issues at 21km altitude if they have any child parts.
  2. There is a mod for it: Flag material could stand to have less specular
  3. Similar issue. Launched this rocket into LKO, exited the game, and reloaded later and several parts were in odd places and the whole ship was shuddering. Running Space Warp and Custom Flags mods from SpaceDock.
  4. The LT 05 Bandicoot and LT 1 Wallaroo landing legs do not attach straight
  5. RA-15, RA-2, Communotron 88-88, and RA-100 used to be able to snap to inline attach points in KSP1, but they don't seem able to in KSP2
  6. I'm a bit disappointed with the design of the Wayfarer cabin. Compared with the Hitchhiker, which looks awesome and has a great space-station module feel, the Wayfarer is just has a generic lets-put-random-diagonal-lines-to-make-it-look-futuristic design, with the colour zone edges completely disregarding the textures and mesh details underneath
  7. I had a craft rotate out of control after activating SAS after re-docking. A friend had a similar out of control rotation after re-boarding a Kerbal onto his ship on the Mun
  8. The ability to have an array of different control surfaces along the back of a wing is missing. The control surfaces we have don't rotate correctly for that. Also, after a few goes with the procedural wings I kinda miss having a catalog of standard pieces to snap together. Having a way to save favourite wing configs might fill this void. But if we could have the old catalog of wings and flaps alongside the procedural ones I think that would be ideal
  9. Just the ability to see let alone input the HSV or RGB values at least. Also the current UI doesn't allow colours with a value of 0
  10. Have you actually found that folder? I'd love to know where it is
  11. equilateral triangle structural panels attach radially from side of pattern instead of base
  12. Default radial attachment orientation for XS square structural panel puts it inside parent part
  13. I encountered this at Minmus. After orbital insertion my AP, and PE continued to drift with no throttle or SAS active, changing by hundreds of meters
  14. When placed from parts, catalog the large lander can's windows are on the opposite side from the other 2
  15. Pulled straight out of the part catalog, this fuel tank is backwards and sideways relative to cockpits
  16. I started getting this too, but only after I did my first flight outside of LKO to Mun and Minmus. All new launches now start in Celestial orientation
  17. I had a similar issue. I made an escape burn from Minmus, and the projected orbit after leaving minmus incorrectly showed a higher energy orbit escaping Kerbin altogether instead of the lower-energy orbit. Before exiting SOI: After exiting SOI:
  18. I have some craft landed on Mun and Duna, and neither body's surface texture is displaying a detailed surface, with Duna being far worse than Mun, using the "from orbit" lod. My texture setting is at full texture res, and the behaviour persisted between patching from 1.12.1 to 1.12.2 edit: there is some extremely faint detail on Duna, it's as if the texture is there but is being obscured by the lower lod texture
  19. I recently installed On Final Approach, and patched it to 1.12.2. I have concerns about the new navigation lights and the new colour picker. The nav lights are rather dim, especially when compared to window lights and the green light on the small battery. I think they should be much brighter, especially if they're going to draw power. They draw the same amount as the small landing gear lights, and I would be fine with them being no brighter than those. The new colour picker has tiny rgb sliders compared to the old one, and overall doesn't visually fit with the rest of the game's UI. Colour picker is also missing from landing gear lights. How am I supposed to throw runway rave parties with boring white landing gear lights? XD
  20. Yeah, it's actually very stable! Was able to deliver full orange tanks to a refuelling station in a 200 km orbit. The robotic tug was supposed to be able to return to Kerbin and land intact, but the parachutes ended up ripping it apart. But I'm tickled by the fact that the launcher uses flying buttresses to keep the payload stable.
  21. I like to assemble space stations with (ker)manned orbital tugs. I've gotten pretty good at docking things. Also, orange tank delivery anyone?
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