I ought to revisit this challenge sometime. Decided to put it off for the specific reason of waiting till staging came out, and well now it’s out. Plus it should be pretty well suited for these ultra large launcher applications.
I ought to revisit this challenge sometime. Decided to put it off for the specific reason of waiting till staging came out, and well now it’s out. Plus it should be pretty well suited for these ultra large launcher applications.
I think it’d be a fun project. I deleted the world file from the game to make room for a new 1.5.2 world, but I made a copy of the files in a new location. If I can figure out how to switch it back then I’ll probably start development after I finish my Soyuz project. If not I’ll just try and create a new asteroid.
I think it’d be a fun project. I deleted the world file from the game to make room for a new 1.5.2 world, but I made a copy of the files in a new location. If I can figure out how to switch it back then I’ll probably start development after I finish my Soyuz project. If not I’ll just try and create a new asteroid.
You'd only need to make sure the single docking port holding the sections together comes apart at the right time. The fuel burns are timed for everything else
You'd only need to make sure the single docking port holding the sections together comes apart at the right time. The fuel burns are timed for everything else
Well that makes it real simple then. I honestly wonder if you could even activate staging with all the lag. 1.5.1 buttons basically just seized up with lag, but I haven’t tested that with 1.5.2.
Well that makes it real simple then. I honestly wonder if you could even activate staging with all the lag. 1.5.1 buttons basically just seized up with lag, but I haven’t tested that with 1.5.2.
I doubt it. I had to turn the engines off everytime I wanted to interact with the game beyond steering. Map checks, zooming in/out. And the screen shook maybe 100-200m because of the thrust so you'd need to turn off to find the port and disconnect.
Well that makes it real simple then. I honestly wonder if you could even activate staging with all the lag. 1.5.1 buttons basically just seized up with lag, but I haven’t tested that with 1.5.2.
Careful. Remember that the engines’ hitboxes changed from 1.406 to 1.5. and fucked up many people’s builds. Komodo might need to be completely rebuilt for 1.5.
Careful. Remember that the engines’ hitboxes changed from 1.406 to 1.5. and fucked up many people’s builds. Komodo might need to be completely rebuilt for 1.5.
Hence the drag-select feature. You don’t have to manually select each part. Just drag over the entirety of the blueprint and you’re done—simple and easy.
Hence the drag-select feature. You don’t have to manually select each part. Just drag over the entirety of the blueprint and you’re done—simple and easy.
I think it’d be a fun project. I deleted the world file from the game to make room for a new 1.5.2 world, but I made a copy of the files in a new location. If I can figure out how to switch it back then I’ll probably start development after I finish my Soyuz project. If not I’ll just try and create a new asteroid.
Try inserting the save (persistent) files as a quick save in an established world. They should overlay without disturbing existing files. Change address in rocket.txt and worldstate.txt to desired location. You can also change coordinates if needed.
Alright, I’ve been prototyping designs, and this is what I’ve got so far. Don’t ask how I’m getting this to space...I’m trying not to think about it...
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