Hakuryu Posted May 23, 2013 Share Posted May 23, 2013 Subassembly loader didn't work consistently for me, so I spent ALOT of time rebuilding the same rockets. Then there were the quirks like having to build the delivery vehicle before the unmanned rover, or your delivery vehicle would have no Kerbals in it. Then there was the bug when you pulled apart a rocket and grabbed the pod, only to have it 'stuck' to the mouse, requiring restarting your build. And of course the 'damn, I don't like the pod I started with, have to rebuild the entire rocket to use a new pod'.All this and more has been fixed by simply allowing us to change the main pod. BRAVO! Want to use your perfectly working heavy lifter? You no longer need subassembly loader. Just load a rocket with that lifter, delete the cargo portion including the main pod, and build your new cargo on top of your proven lifter. This alone saved me hours last night.Of course a parts saver/loader is still needed, for times when you have a big station built in the VAB, and want to split it up on top of existing lifters, but being able to change the command pod at least negates this need when building new parts with a premade lifter. Command pod changing is the highlight of .20 imo. Link to comment Share on other sites More sharing options...
Aphox Posted May 23, 2013 Share Posted May 23, 2013 All of my yes. I noticed you can start with a rather arbitrary field of parts, but still, being able to start with OTHER parts is nice. Link to comment Share on other sites More sharing options...
air805ronin Posted May 23, 2013 Share Posted May 23, 2013 Quickly I change podWithin the assemblyUltimate success(10 word requirement, trying to be creative) Link to comment Share on other sites More sharing options...
Miniboyss Posted May 23, 2013 Share Posted May 23, 2013 We can switch pods? THANK YOU SQUAD FOR THIS MAGNIFICENT GIFT BROUGHT ONTO US! Link to comment Share on other sites More sharing options...
CalculusWarrior Posted May 23, 2013 Share Posted May 23, 2013 It definitely comes in handy, especially when I decide to start all over in a design. Link to comment Share on other sites More sharing options...
HarvesteR Posted May 23, 2013 Share Posted May 23, 2013 Hehe, I also thought that was a big game-changing feature. It wasn't even planned at the start.. It was something I decided to do because the seats brought up the issue. You can read about it here.It's not a complete substitute for an assembly saver/loader, admittedly, but it's a very useful feature to have nonetheless. One other thing you can do with it is start your vessel by a structural part of your choosing, and build only an empty launch vehicle. Then, you can load that and construct a payload on top of it, and re-save as a new complete vessel.I find it makes for a much more natural and unrestricted build process. Cheers Link to comment Share on other sites More sharing options...
Conarr Posted May 23, 2013 Share Posted May 23, 2013 It's not a complete substitute for an assembly saver/loader, admittedly, but it's a very useful feature to have nonetheless. One other thing you can do with it is start your vessel by a structural part of your choosing, and build only an empty launch vehicle. Then, you can load that and construct a payload on top of it, and re-save as a new complete vessel.I find it makes for a much more natural and unrestricted build process. CheersDude, that's is like the worst understatement ever. Just a useful feature. Like calling the sunset an okay light bulb. It's freaking huge! Thank you Link to comment Share on other sites More sharing options...
AustralianFries Posted May 23, 2013 Share Posted May 23, 2013 This helped me so much last night. As always, thanks for this amazing update, Squad. Link to comment Share on other sites More sharing options...
Fuzzy Dunlop Posted May 24, 2013 Share Posted May 24, 2013 Yeah, I'm really loving this, I can now have a proper family of rockets for arbitery payloads Link to comment Share on other sites More sharing options...
Fel Posted May 24, 2013 Share Posted May 24, 2013 (edited) Err... wait.... what?I thought that was a "known bug!" And was looking through the CFG files for how to fix the "non-pod" things... not working... ness....wait, wow... NICE *As for subassembly loader; unless Harvester has implemented "Subfolder saving" (I haven't checked); it isn't exactly right yet.Subassembly Loader is pretty much just a save of the rocket anyways, but this is nice Edited May 24, 2013 by Fel Link to comment Share on other sites More sharing options...
Kerbol Prime Posted May 24, 2013 Share Posted May 24, 2013 Thank you Squad! You guys are great! Can't wait to get playing. Link to comment Share on other sites More sharing options...
doggie015 Posted May 24, 2013 Share Posted May 24, 2013 Just used this to send a manned base to the mun followed closely by an unmanned rover without needing to rebuild the base launcher (Payload to LKO: 100+ tons (Depending on ascent profile)). This will make things much quicker for new builds I want to shove into orbit and beyond. Thanks! Link to comment Share on other sites More sharing options...
AmpsterMan Posted May 24, 2013 Share Posted May 24, 2013 This has actually been my favorite change so far. Link to comment Share on other sites More sharing options...
Specialist290 Posted May 24, 2013 Share Posted May 24, 2013 It really is an extremely handy feature. As others have pointed out, it won't completely replace Subassembly Loader for those of us who use it a lot, but it does cut down quite a bit on what we'll need it for. Hoping to see more work on integrating subassembly support into future updates! Link to comment Share on other sites More sharing options...
Overlag Posted May 26, 2013 Share Posted May 26, 2013 maybe im being silly but i cant launch empty pods/landers anymore. I use a probe body then a lander can, and both seats end up full Link to comment Share on other sites More sharing options...
karolus10 Posted May 26, 2013 Share Posted May 26, 2013 Yeah, 0.20 had implemented a lot of great "small things" and changing the root part has largest impact for game-play than rest of them.This update maybe aren't so fancy like docking update but it's undeniably not less important . Link to comment Share on other sites More sharing options...
DngrMse Posted May 27, 2013 Share Posted May 27, 2013 Hehe, I also thought that was a big game-changing feature. It wasn't even planned at the start.. It was something I decided to do because the seats brought up the issue. You can read about it here.It's not a complete substitute for an assembly saver/loader, admittedly, but it's a very useful feature to have nonetheless. One other thing you can do with it is start your vessel by a structural part of your choosing, and build only an empty launch vehicle. Then, you can load that and construct a payload on top of it, and re-save as a new complete vessel.I find it makes for a much more natural and unrestricted build process. CheersOh my! Thank you for that! Link to comment Share on other sites More sharing options...
SmallChange Posted May 27, 2013 Share Posted May 27, 2013 So far the pinnable periapsis/apoapsis in the map screen is my favorite new feature, but changing the command pod has become by far my most used new feature.You're awesome, Harvester! Link to comment Share on other sites More sharing options...
Specialist290 Posted May 27, 2013 Share Posted May 27, 2013 Actually, I just noticed another little change that I like: The ability to see the delta-v change for all your planned maneuvers on the map. Very handy. Link to comment Share on other sites More sharing options...
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