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irodrigoz

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Everything posted by irodrigoz

  1. Thats true, all tanks looking the same would be ugly, maybe something similar to the tweakable tanks from B9? wich texture change depending wich fuel they contain? Having one texture for each fuel type could save some RAM and bring some consistency to the parts. I'm afraid that the devs must start taking measures like this if they keep adding parts and the problem with 64-bits persists.
  2. Having part of this mod in stock could provide great improvements in my opinion. For example, imagine that its only used in fuel tanks, maximun diameter and length would be limited by tech nodes so your "available tanks" would be similar to the progression that we have at the moment, but we would only have to load a SINGLE part instead of every tanks we have now freeing up lots up memory. (To implement this the fuel type that the tank contains should be tweakable to).
  3. Really great devnote, very detailed and extensive. It's great to see that you guys have heard us, big thumbs up for that!! I'm really more excited about the minor features than about the upgradeable facilities, the part highlight and the editor overhaul look really promising and a big upgrade for the user experience. Keep it up guys!
  4. the way they presented it doesn't convince me, what I personally think that could work to improve engines performance is a system based on the number of that parts that have been recovered from being in space, modeling some sort of different design iteration and upgrades, in a way kind of what happened with the shuttle main engines which in later versions could work at %111 of what they were designed originally.
  5. Sé que es reflotar el post pero como veo que le pasa a bastante gente he decidido postear una solución que a mí me ha valido más de una vez. Reforzar la unión entre el tren de aterrizaje y el fuselaje usando "struts"
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