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Wampa842

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Posts posted by Wampa842

  1. There are already multiple options to change how the list is sorted -- selecting any of the four filter options at the top of the parts list (Name, Mass, Cost, Size) will change the way they're sorted. Select one a second time to reverse the sort. :)

    I know how sorting works, and, well, it does not. It kills the purpose of sorting (being able to find an item easily by one of its properties) because one, other than some exceptions, nobody remembers the arbitrary letters parts are called; two, it takes an eternity to browse through multiple pages of parts, only to find one of the wrong size; and three, I don't think anyone really cares about the other three sorting methods. This has made building generally unenjoyable and annoying. Like I said, what used to be a nicely organized list is now a heap of junk.

    Forum rules prevent me from saying what I think about squad's sorting.

  2. My biggest problem with the new editor is that the part list became an awful mess. In previous versions, parts from the same mod were always grouped. I had a B9 group, KW group, KSPI group, etc. Now it looks like it had gone through a blender. Looking up the right part for the ship now became unnecessarily annoying. (Less dedicated players might even give up and just play something else.)

    If you could, please add an option to use the pre-0.90 sorting. (because really, there's no point in sorting by mass.)

  3. Here's my random idea to solve it. I doubt it'll be the one that works, though. Also, it's a very cheap workaround.

    Maybe you could use the Procedural Dynamics method to create an invisible "dummy" wing that provides the wing data, but is otherwise unnoticeable. You could then use your own procedural wings for visuals only. No lift, no drag, no weight; practically a hologram.

    It of course means having to handle two objects using two different methods, which means double the required resources and twice the chance of something going haywire.

    I could be wrong, I don't know how FAR works.

  4. fAFlRcT.png

    Launching the Snowstorm.

    It's the Russians' take on a space shuttle-like vehicle, the Buran. The main difference is that it uses an actual carrier rocket instead of a side tank, which eliminates the need for costly gimbaling engines on the orbiter.

    And I still managed to fail miserably. The craft doesn't glide well, and some parts generate way too much drag for their shape. I expected it to land in the desert but barely reached land.

  5. Did the test, I can now confirm the obvious.

    [table=width: 500, align: left]

    [tr]

    [td]Action[/td]

    [td]Memory usage[/td]

    [/tr]

    [tr]

    [td]Empty SPH[/td]

    [td]2 591 500 KB[/td]

    [/tr]

    [tr]

    [td]Mk2 Inline Cockpit alone[/td]

    [td]2 591 376 KB[/td]

    [/tr]

    [tr]

    [td]Procedural wing dragged onto the editor[/td]

    [td]2 591 752 KB[/td]

    [/tr]

    [tr]

    [td]P Wing attached[/td]

    [td]rose steadily (~ 2 MB/s) until I detached it at 2 605 024 KB. Did not leak when I reattached it.[/td]

    [/tr]

    [tr]

    [td]Opened P Wing tweakables menu[/td]

    [td]2 614 900 KB, started rising a few seconds later.[/td]

    [/tr]

    [tr]

    [td]Detached at 2 700 092, tweakables menu closed[/td]

    [td]rising, but significantly slower (~200 kB/s)[/td]

    [/tr]

    [tr]

    [td]Reattached and reshaped[/td]

    [td]rising at ~2.5 MB/s[/td]

    [/tr]

    [/table]

    I didn't have to wait long until KSP ran out of memory on its own at 3 773 672 KB.

    *edit*

    A little bug report, control surfaces tend to stall with full deflection at subsonic speeds. It doesn't seem to occur above mach 1.

    http://i.imgur.com/OvlngsD.jpg

    http://i.imgur.com/pYQ69E7.jpg

    http://i.imgur.com/FgU5tXT.jpg

    It's just a minor bug, the stall never goes above 1%, but I thought it's best to report it.

  6. Launch of K-306 "Frontier". I call this the shuttle sandwich.

    5SFX8GK.png

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    nQ4YEDK.png

    qC1QSH0.png

    Sometimes I go over the board with interplanetary vessels and aesthetics. Sometimes they are too wide to fit into a fairing, and too long and wobbly to be stuck on top of a lifter without support. This is what I came up with as a solution.

    Due to its size and shape, it cannot be turned inside the atmosphere. Instead, it uses two thirds of its fuel to launch the Frontier into a high ballistic trajectory, then uses the rest to raise its periapsis. The lifter tanks are jettisoned before reaching orbit, the Frontier then uses its own fusion-powered thermal rocket.

  7. i cant dock my capsule with the j-Utility Bay the ports are magneticly attracting etch other but instead of docking they fly thou etch other, does anybody else have this issue?

    Yes, it's very hard to dock to that port (either it doesn't have collision or it isn't animated correctly), but it's possible. Use translational thrusters to halt the bouncing, it'll dock eventually. The sweet spot is just a little over the end of the port.

  8. What is this update like in terms of memory saving and resulting quality compared to the previous one?

    I'm asking because when I had ATM 3-8 and huge mods (B9, KW, KSPI, Umbra Space Industries) plus many smaller mods, my game was near crashing at 3.2 GB while still looking like it had gone through the Kraken's digestive system several times, and I'm not sure it would be worth it to leave it running at night. (my computer is not particularly fast.)

  9. Light Gunship LK-2

    It is a flightless bird, literally and figuratively.

    While it was originally designed to be an SSTO orbit-surface-orbit bomber, its engines had insufficient thrust to push it into orbit. In the end, it was redesigned as a light orbital gunship. An ascent fuel tank and engine was attached to its rear docking port, which was jettisoned in orbit, as well as the wings.

    The ship is equipped with four swiveling turbolaser cannons, but they don't seem to swivel, so the sluggish gunship can only fire forward.

    It's nice to look at, though.

    Javascript is disabled. View full album

    Now, onward to two thousand pages!

  10. Loud, ugly, and probably the most dangerous thing to ever lift off within 50 metres on the runway. The Z-5 TASTOL (Thruster-Assisted Short Take-off and Landing) earns her rightful title of Monstrosity.

    YvZPzsb.jpg

    5lFNXfK.jpg

    The craft doesn't entirely rely on its wings. On the runway and early in flight, when the wings generate insufficient lift, 24 pulse detonation thrusters help the airplane stay in the air. The downwards thrust is not nearly enough for vertical takeoff, but it makes taking off at 30 m/s possible. Likewise, landing can be done at around 40 m/s, as long as you can slow down to that speed.

    bUGgjhK.jpg

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    Assisting thrusters are turned off in flight upon reaching the normal traveling speed of 230 m/s. Despite the name, the Monstrosity has remarkable stability, even at supersonic speeds. Quoting a test pilot, "this thing breaks in half before you could stall it!", and then he broke it in half.

    dadRA6N.jpg

  11. qgOuRCc.jpg

    Arrival of the first two crew members aboard a K-129-C cargo plane.

    With the transfer window to Jool (more specifically, Laythe) only 90 days away, it is time for the crew of Mission Pohjola to begin training. They will be transported to the island near KSC.

    Most importantly, they will construct the prototype of the Pohjola One base. Since an orbital drop onto the small island would be too risky and a skycrane would run out of fuel, the engineers had to design a horizontal transport frame.

    Base components are transported horizontally, then turned upright by a robotic arm. Floating bodies and rover wheels will be attached to the frame.

    hYSDp5k.jpg

    This is the test of the frame's prototype.

  12. Remains of the Kalevala Station.

    gCkgFQ8.jpg

    IONcj0a.png

    As Pandyssia Space Exploration was delivering the communications array to the Kalevala Space Station, a micrometeor hit one of the solar panels, triggering a fatal positive resonance feedback. In layman's terms, it shook and twisted itself into pieces. Fortunately, cpt. Podsted Kerman triggered the emergency separator, saving most of the command module and the skeleton crew of three. The command module is currently stranded in orbit.

    Post-incident investigation revealed that the resonance feedback was primarily caused by the solar array's structure. The three truss sections, each holding a pair of large solar arrays, strengthened the torsion force, which was powered even more by the station's SAS. As the RCS thrusters were activated to counter the rotation, the entire station started turning, causing the flailing solar panels to hit the communications array. At that moment, cpt. Podsted Kerman decided to save the crew by triggering an emergency separation. The command module was cleared from the dangerous zone, but a fragment hit the docking port, causing that and the small fuel tank to explode.

    UPDATE:

    3RKn8Vs.png

    It was reported that Pandyssia Space Exploration had attempted to launch the second iteration of the station with enhanced structural integrity. However, by the time the command module reached its destination, there was only the field of debris to greet it.

    k4fG3oj.png

    Asking the head engineer revealed that he had lost his ability to "even." He then proceeded to burn the blueprints in the exhaust plume of an experimental rocket engine.

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