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Kanukki

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Everything posted by Kanukki

  1. They are only giving us a pre-release version now. Things WILL be broken. The purpose is to let us find the broken things.
  2. Ah, drat. True. Somehow it looked like Public was the folder, but of course it is its own build. derp.
  3. Interesting that this QA2 branch is under Public, unlike the other Experimentals branches.
  4. Given the hype levels here, I'm sure all the devs and testers are really "looking forward" to the reaction on here, Steam, Reddit, etc by people who don't understand the difference between an open beta and the full release of 1.1.
  5. What's the main advantage to powered landing, vs parachutes for recovering the launch vehicle? I'm guessing being able to precisely pick the landing spot?
  6. Think I must have missed the mod for it. Or at least forgot to install it. Indeed great to have in stock. One of those no-brainers.
  7. I know I wasn't the only one to think of this, so I'll just say, THANKS 1.0.5!
  8. Noooooooo! I have to say that I struggled a bit to get in to KSP in the beginning after I first bought it, around 0.17, but after I discovered first Scott Manley's YouTubes and then Max's Squadcasts everything really opened up for me. I'll miss our Friday nights together Miguel. Vaya con Dios!
  9. From what I recall, a bit loud but seemed fairly smooth. Really too blown away by being in the thing in the first place, I didn't notice much else.
  10. I actually (quite bizarrely) found myself on one of these amazing Soviet-era hydrofoils a few years ago going from Petrozavodsk to Kizhi Island (a UNESCO site full of old wooden churches and houses). I can remember seeing these in books back in the eighties, and couldn't believe I would ever get to be on one.
  11. Maybe this is some arcane diplomatic protocol lingo, but who says "Six-thirty o'clock �
  12. Super. I suggested this a few weeks ago as a feature. Glad to see it available as a mod, and of course agree should be stock.
  13. Perhaps bad forum etiquette, but bumping this again. Really we do need to be able to disable crossfeed as a tweakable in the VAB. Hard to believe this isn't already in by default.
  14. While it is good to have the "Unsafe" "Risky" and "Safe" status indicators when you right click on the parachute part, a more user-friendly solution would be to have a Red-light, Yellow-light, Green-light icon on the icons for each part in the staging list (bottom left of the window). Currently the icon shows red when it has failed, but maybe 'failedä status could be changed to black to keep red for 'unsafe' status. These would only need to show once in atmosphere.
  15. Thanks Kasper... Just accidentally discovered this by playing Koffey's Morning Brew... which was not, but a nice MaxMaps surprise. Summary so far... (not anything radically new)... although already "beta", the extra feature of a resource system will still be added. And major rehaul to aerodynamics, although this "feature" already exists.
  16. It seems there wasn't a Squadcast on Friday (Jan 9). I wasn't watching live, but at least it doesn't show in the KSPTV past broadcasts list. http://www.twitch.tv/ksptv/profile/past_broadcasts
  17. Honestly, just want to get another career save on track. Was in a good spot in .25, but lost the impulse after update was imminent. While all the new features seem great, I think I might get the most use out of the revised editor tools in the long run. Spaceplane construction can be FRUSTRATING.
  18. Would like to see a logbook history, similar to the science archives. I don't need Steam Achievements and understand the rationale for not including them, but a simple historical record of orbits, landings etc on other bodies would be welcome.
  19. Thanks for the replies. Yes, only makes sense in a vertical rocket take-off, with shuttle return landing.
  20. Can someone explain what is going on in this design? Doesn't look like it could possibly be flight-stable, and no idea how it would take-off from the runway. Yet, given how the Mk3 spaceplane is attached to the orange tank, this isn't an orbital refueling situation. /confused
  21. Fair point about the possible changes between launch and recovered craft. Maybe just a clearer way to show gains/losses in funds would suffice.
  22. I initially thought that this was already implemented, but I understand now that the 'recovery percentage' is just the multiplier based on how far from KSC you land. It would be nice to also display your launch cost and show your recovered parts as a percentage value of that as well.
  23. For anyone else (like me) who was too stupid to figure out Contract completion criteria for parts tests, read the Note "to perform the test, ACTIVATE THE PART THROUGH STAGING, when all the conditions are met". ahhhhh....
  24. Yep, the mouse-over clearly indicates that this is based on Randall's own experience, hence the "I understand" not "one understands".
  25. First load after removing the mods showed some errors with ships that had KEB and Protractor installed, and those ships got removed. Next time I loaded I was able to get into the R&D lab, but everything locked and science reset to zero. So I guess I might as well start a new save. Looks like it was the mods that messed things up on first load.
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