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Fixes for 0.22 or 0.22.1


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Here are a few fixes and adjustments I'd like to see in 0.22 or 0.22.1.

1. Rotation of the initial launch position from the VAB towards a horizontal orbit.

2. Fix for wobbly command pod SAS.

3. Fix for things attached radially to rocket fuel tanks seeming to hover a few centimeters away from the tank.

4. Fix for strut connection points being at odd angles.

5. Fix for ladders on the VAB being near-impossible to grab and let go of at the very top.

6. Fix for cased 3 x 2 solar panels seeming to clip the case hatch at a certain orientation.

Edited by JMBuilder
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1. By shift-selecting a part, or by selecting the main control part, you can rotate the whole spacecraft 90 degrees clockwise to face due-east (prograde).

2. Already in the works, I understand.

3. In my opinion, that sounds like a minor detail that could easily be circumvented by more creative rocket design (as unhelpful of an opinion this may be.)

4. That I suspect will always be an artifact of the symmetry node system.

5. Never noticed that before. Huh.

6. Case hatch? Is that something particular to a certain crew part?

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No, even though people want it like that what about the people who don't? Personally, that would mess me up. I would then want it to be changed back. Then you lot would be telling me to just press Q.

actually, it's just a matter of logic: the VAB faces east, so it only makes sense that your rocket faces east as well when you launch it.

what we have right now didn't make sense in the first place, hence we had to learn what direction inside the VAB matches a different direction when on the launchpad.

when you build a plane inside the SPH, it's already aligned with the runway anyway.

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You know... Yaw control has been in the game since basically 0.0.1.

You know, I wonder if this is the actual reason. The original plan for KSP was a 2d game, at which point you had to go to the left for your gravity turn because it was the only direction you could turn, and when they started making it 3d, they just stuck to turning to the left for continuity or out of developer inertia.

I'm not complaining, I'm used to it the way it is for my stable launches, and my less stable launches always involve looking at the nav ball to see which way east is and which way I'm spinning.

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You know, I wonder if this is the actual reason. The original plan for KSP was a 2d game, at which point you had to go to the left for your gravity turn because it was the only direction you could turn, and when they started making it 3d, they just stuck to turning to the left for continuity or out of developer inertia.
I'm actually fairly sure this is the reason :)
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