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I_Killed_Jeb

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Everything posted by I_Killed_Jeb

  1. Then why does the map filter post surface scan no longer show that biome as 70%, but rather at 5%? Yea there's clearly some funny business here...
  2. The weird thing is that it was 70% filter on 3.6% body (Mun), and the surface scanner reads as 5%. Relatively, that's over 100% so that seems wrong.
  3. Hey all, trying my hand at mining for the first time. To get my juices flowing I decided to test things out on the Mun. I threw up a polar orbit satellite with the regular scanner on-board, and found a couple 70% candidate sites. I landed a small lander in each with the surface scanner, and both show ores of <5%!! And when I go back to the overlay they no longer show the high concentration. =( Is this common? Is the orbital scanner worthless without a narrow band?
  4. That's the color that shows up when your rocket is flipping too IIRC
  5. Why is there a random lifting force on my RCS thruster?
  6. With due respect to the wiki, it's often out of date and erroneous; this thread is frankly much more useful
  7. Can confirm this does not behave like the pre-1.0 days. The tanks still all drain
  8. Could you please update the OP with this info from Bloody_looser? Very useful and buried in the middle. http://forum.kerbalspaceprogram.com/threads/104239-Leveling-Up-Kerbals-The-Training-Program?p=1629949&viewfull=1#post1629949
  9. Here are two really helpful answers from my own recent thread on this http://forum.kerbalspaceprogram.com/threads/129775-SSTO-build-flight-tips-for-0-9-vet?p=2102219&viewfull=1#post2102219 http://forum.kerbalspaceprogram.com/threads/129775-SSTO-build-flight-tips-for-0-9-vet?p=2102518&viewfull=1#post2102518 Using those tips I'm back to my old form of designing & flying SSTOs with ease
  10. I find that a Pe of 55 km approx opposite of KSC from an 85x85 orbit allows a very nice unpowered glide into the runway in a well-lifted, aibraked craft without too much concern for heat. Source: 10 hours of playtesting SSTO re-entries in 1.0.4
  11. I've had some RUD of wings, particularly on final approach to the runway at low altitude/speeds
  12. Thanks for the heads up! I've had an early career rocket flip out of control *with* fins, but fine without. Very confusing.
  13. Haven't played this game since 0.90. Is there a quick guide on the various UI changes (thought I saw something about being able to see aerodynamic forces while in flight?) and some little tricks that aren't obvious?
  14. Which I acknowledged ;-). It would be a nice option though and completely optional on the mod maker's part anyway. But because of Squad's insistence on not supporting Workshop, even modders who might like to use it can't =/
  15. which would be mitigated with steam workshop for us steam users, but alas =/
  16. Nailed it. Truth be told I haven't touched the game since 0.90. When they announced that they were "uncomfortable" with the early access label, and that was the primary reason given for moving to 1.0, I stopped playing. I'm glad I have because if I had a post-release craft go from fine to unflyable I'd be pretty pissed. I'm going to continue sitting out KSP, possibly forever, unless I see some really focused improvement and understanding of what a released game is.
  17. i don't generally have a problem with most of the mods, but some of them can be pretty rabidly pro-squad also, once i got a warning for calling a sweet video "sick! [10char]" - - - Updated - - - it actually was. so try again.
  18. that post really only emphasizes how out of touch they have become
  19. yea it's super innovative to release a beta product as 1.0 your absurd reduction of people's opinions and positions invalidate your own
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