wookiee_goldberg Posted March 11, 2018 Share Posted March 11, 2018 Just now, sevenperforce said: The new telescope part requires active power generation, a large antenna, and a solar orbit. Not sure what it does beyond that though. you mean the Sentinel thing? that was in the game before 1.4 Quote Link to comment Share on other sites More sharing options...
sevenperforce Posted March 11, 2018 Share Posted March 11, 2018 3 minutes ago, wookiee_goldberg said: you mean the Sentinel thing? that was in the game before 1.4 I must have been playing an older version than I thought. Quote Link to comment Share on other sites More sharing options...
viperwolf Posted March 11, 2018 Share Posted March 11, 2018 4 minutes ago, sevenperforce said: I must have been playing an older version than I thought. To answer your other question, it will help locate asteroids Quote Link to comment Share on other sites More sharing options...
sevenperforce Posted March 11, 2018 Share Posted March 11, 2018 The steerable personal chutes are badass though. Quote Link to comment Share on other sites More sharing options...
viperwolf Posted March 11, 2018 Share Posted March 11, 2018 I ve noticed sense the update, suddenly i started getting the 5 second stutter. Like you count 5 secs and a it will do a slight stutter, anyone remember what caused that? I have more than enough PC to handle the game. Quote Link to comment Share on other sites More sharing options...
sevenperforce Posted March 11, 2018 Share Posted March 11, 2018 Unfortunately, Tweakscale scales the new decouplers by percentage rather than by diameter. Quote Link to comment Share on other sites More sharing options...
sevenperforce Posted March 12, 2018 Share Posted March 12, 2018 (edited) The Mk3 crew capsule has roll, pitch, yaw, and X-Y translation thrusters, but no Z-axis translation thrusters. Of course you can easily enough orient normal to your prograde and then use X-Y translation to thrust prograde or retrograde. But most players will need a couple of linear thrusters for docking maneuvers. Edited March 12, 2018 by sevenperforce Quote Link to comment Share on other sites More sharing options...
LameLefty Posted March 12, 2018 Share Posted March 12, 2018 1 hour ago, sevenperforce said: The Mk3 crew capsule has roll, pitch, yaw, and X-Y translation thrusters, but no Z-axis translation thrusters. Of course you can easily enough orient normal to your prograde and then use X-Y translation to thrust prograde or retrograde. But most players will need a couple of linear thrusters for docking maneuvers. Actually, per the traditional engineering Right-Hand Rule, the new capsule has rotational and Y-axis/Z-axis thrusters. X-axis is the longitudinal axis. The net result of the changes in the new capsule is that you can have a very efficient design with just one set of four traditional RCS quads back along your service module/final stage, situated roughly around the stack CoM. That quad handles all translation (forward/aft) movement along any axis with just a tiny bit of assistance from the capsule RCS to avoid unwanted rotational coupling. Prior to this, for a properly balanced RCS setup, you'd typically want two sets of four quads - one set each at the forward and aft ends of your service module. Quote Link to comment Share on other sites More sharing options...
fourfa Posted March 12, 2018 Share Posted March 12, 2018 (edited) It's accurate to the Apollo CM, which used its internal RCS to orient for re-entry only. Otherwise the CM thrusters were off, and the Service Module quads handled everything by themselves. Edited March 12, 2018 by fourfa Quote Link to comment Share on other sites More sharing options...
sevenperforce Posted March 12, 2018 Share Posted March 12, 2018 30 minutes ago, LameLefty said: Actually, per the traditional engineering Right-Hand Rule, the new capsule has rotational and Y-axis/Z-axis thrusters. X-axis is the longitudinal axis. You'll never change me! Physicists with longitudinal Z-axes forever! 30 minutes ago, LameLefty said: The net result of the changes in the new capsule is that you can have a very efficient design with just one set of four traditional RCS quads back along your service module/final stage, situated roughly around the stack CoM. That quad handles all translation (forward/aft) movement along any axis with just a tiny bit of assistance from the capsule RCS to avoid unwanted rotational coupling. Prior to this, for a properly balanced RCS setup, you'd typically want two sets of four quads - one set each at the forward and aft ends of your service module. Yeah, very nice. I'm sure people will do a pair of linear thrusters keyed to fore/aft translation only, near the nose. Then your main engine can be used for forward translation. Quote Link to comment Share on other sites More sharing options...
sevenperforce Posted March 12, 2018 Share Posted March 12, 2018 What is mesh switching? Just the reskins, or something else? Also, I just discovered the new advanced tab that allows you to reskin all your parts at once. Only a couple of options at present though. Quote Link to comment Share on other sites More sharing options...
pizzaoverhead Posted March 12, 2018 Share Posted March 12, 2018 10 hours ago, viperwolf said: I ve noticed sense the update, suddenly i started getting the 5 second stutter. Like you count 5 secs and a it will do a slight stutter, anyone remember what caused that? I have more than enough PC to handle the game. It's normally garbage collection: Something's frequently allocating temporary memory. The old GUI system was often a culprit. Some mods still use it. Usual advice applies: If you're using mods, remove them one by one until the issue stops happening, then once you've identified a candidate, try adding it to a clean stock install to see if you can reproduce it, then notify the modder. Quote Link to comment Share on other sites More sharing options...
wookiee_goldberg Posted March 12, 2018 Share Posted March 12, 2018 6 hours ago, sevenperforce said: What is mesh switching? Just the reskins, or something else? Also, I just discovered the new advanced tab that allows you to reskin all your parts at once. Only a couple of options at present though. mesh-switching like multiple-choice part models, but so far only really applies to MH parts. See this video at 10:15 Quote Link to comment Share on other sites More sharing options...
McFlyever Posted March 12, 2018 Share Posted March 12, 2018 I´m a bit cunfused about the differences between the Drymass of these two tanks (Dumpling and Doughnut). For example, i added the R-4 Dumpling Tank to the Satellite Probe and you see, how mutch DeltaV you lose. Is this my mistake or is this a wrong Drymass of the R-4? Quote Link to comment Share on other sites More sharing options...
Fraktal Posted March 12, 2018 Share Posted March 12, 2018 I'm generally satisfied with the update, with one major exception. Those godawful jet engine sounds. Especially the ramjet. Previously, ramjets had this deep, throaty roar that hinted at power behind the source of the sound. Not just that but when the engine was about to flame out due to altitude, the sound changed into this duller, almost washed-out sound (as if you ran the engine sound file through lossy encoding or something like that) that got deeper and quieter the closer the engine came to flaming out. Now, though, the sound of the engine itself is overlaid by this drone that's high-pitched enough to tear into your eardrums but at the same time not high-pitched enough to not be annoyingly monotonous. Not just that, but now the drone keeps going full-blast until a second after engine flameout, so now it's impossible to tell when the engine is about to shut down by sound. It's absolutely horrible and the moment a mod comes up to revert it, I'm taking it because by all that is holy, I simply can't stand the new sound. Additionally, something's up with the color scheme display in the VAB/SPH's advanced parts listing: the button that's under the subassembly one is missing an icon (low-res black circle is displayed) and text (seems to be a localization error, tooltips something like #loc_1248612481 when moused over). I'm using the game in English, so I don't know what the problem is. Quote Link to comment Share on other sites More sharing options...
wookiee_goldberg Posted March 12, 2018 Share Posted March 12, 2018 11 minutes ago, McFlyever said: I´m a bit cunfused about the differences between the Drymass of these two tanks (Dumpling and Doughnut). For example, i added the R-4 Dumpling Tank to the Satellite Probe and you see, how mutch DeltaV you lose. Is this my mistake or is this a wrong Drymass of the R-4? It will be fixed in tomorrow's 1.4.1 update: On 3/6/2018 at 7:47 PM, fourfa said: R-11 'Baguette' holds 24 LF and weighs 0.3038t, but R-4 'Dumpling' holds 10 LF and weighs 0.4475t? On 3/6/2018 at 8:24 PM, RoverDude said: np. And yeah, the dumpling should have a dry mass of 0.01375 - this is being sorted in the 1.4.1 update. Quote Link to comment Share on other sites More sharing options...
McFlyever Posted March 12, 2018 Share Posted March 12, 2018 Thanks @wookiee_goldberg and sry to repeat this question. Quote Link to comment Share on other sites More sharing options...
Warzouz Posted March 12, 2018 Share Posted March 12, 2018 45 minutes ago, Fraktal said: I'm generally satisfied with the update, with one major exception. Those godawful jet engine sounds. Especially the ramjet. Agreed. I tried the Pather yesterday. It's terrible.... There is a down spooling sound when you switch mode, as you go faster. It feels totally unrealistic and cheap toy-like. Rocket engines a a slightly better though, but I'd hoped for more impressive sounds... Squad should hire a good sound designer. Check Subnautica for a fantastic sound design. Quote Link to comment Share on other sites More sharing options...
Gilph Posted March 12, 2018 Share Posted March 12, 2018 On 3/11/2018 at 10:59 AM, Dux Aquila said: I also have the same problem, how have fixed you? hmmm, maybe I didn't. It came back. I may have made a mistake in editing my shortcut and thought it was fixed. Quote Link to comment Share on other sites More sharing options...
maceemiller Posted March 12, 2018 Share Posted March 12, 2018 Mmmmm....so far im still on 1.3.1 and holding off of updating due to the mish-mash of positive-negative comments ive been reading in this thread. Got nothing to do with the 10 or so mods I use that will need updating, I can play with stock quite happy but it does feel to me quite a raw update in lue of MH. Maybe im wrong to not update just yet but I do trust the comments typed, all of them, good and bad. Either way, KSP still rocking my gaming world so I guess it doesnt matter either way. Quote Link to comment Share on other sites More sharing options...
XLjedi Posted March 12, 2018 Share Posted March 12, 2018 For me, one of the biggest benefits to the 1.4 upgrade has been... They fixed the Ker-bounce bug! So I can finally play with my moon bases again... it's been awhile. Quote Link to comment Share on other sites More sharing options...
Dafni Posted March 12, 2018 Share Posted March 12, 2018 18 hours ago, viperwolf said: I ve noticed sense the update, suddenly i started getting the 5 second stutter. Like you count 5 secs and a it will do a slight stutter, anyone remember what caused that? I have more than enough PC to handle the game. Oh no, please tell me this is not a stock install. I was hoping they fixed that stutter sooooo bad. Anyone else still has this issue? (i havent dared to check myself just yet) Quote Link to comment Share on other sites More sharing options...
Psycho_zs Posted March 12, 2018 Share Posted March 12, 2018 (edited) Re: engine sounds This should be stock Edited March 12, 2018 by Psycho_zs Quote Link to comment Share on other sites More sharing options...
Warzouz Posted March 12, 2018 Share Posted March 12, 2018 Yet again (but that's KW Rocketry sounds, IIRC) Quote Link to comment Share on other sites More sharing options...
Psycho_zs Posted March 12, 2018 Share Posted March 12, 2018 30 minutes ago, Warzouz said: but that's KW Rocketry sounds, IIRC Sadly, not even close. Not enough of those sharp cracks and low pitched rumble that shadows them with amplitude pulses. BTW it is also used in RealPlume. Quote Link to comment Share on other sites More sharing options...
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