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Where are the Soyuz mod add on gone to for 0.16


Grand Lander

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well we're going to have to take this up with one of the mods, because I explicitly remember that in one of the developer entries that they had to enlarge the sandbox world so EVA would be possible, and they added a feature that would automatically rescale mod parts because of this.

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This is why it annoys me when people take every tiny word from the devs for granted.

Developing software is a process where things change a lot. Goals, objectives, requirements, plans... all those things change as you advance in the project. You discover that some things work better than planned and that others don't. Some things that seemed cool in 0.15 might actually make things more complicated or less fun in 0.17 and have to be scrapped or redesigned. Some stuff is added, other stuff is removed.

And sometimes, a dev says something at one point in the development cycle that is no longer true or relevant at a later point. You should really take everything they say with a grain of salt.

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Is this the <a href="http://kerbalspaceprogram.com/forum/showthread.php/3785-v1-2-1-Noyuz-Spacecraft-New-panels-available!">Soyuz spacecraft</a> or the <a href="http://kerbalspaceprogram.com/forum/showthread.php/4110-RocktCo-Industries-Munar-Institute-of-Technology-Soyuz-and-Kerbabl-lander-v1">Soyuz rocket</a> mod you're talking about?

I've tried rescaling the spacecraft (adding "rescaleFactor = 2.5" to each part's CFG file and multiplying the mass, thrust etc. by 8). It mostly works ok, but the parachute always tears off on opening.

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The rescaling was intended at one point, but they later decided not to apply a global rescaling, and instead rescale parts manually.

Also, it irritates me when people confuse mods/devs. Mods are responsible for moderating the forums, and don't necessarily have any direct knowledge of the development process. Often, they are slightly better informed, but if you information about parts in development its the devs you go to, not the mods.

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