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    yeah the gyros on my craft are behaving strangely now too. they're able to lock to whatever orientation i choose but instead of one smooth motion now they swing about 30 degrees, stop and jitter a bit, then move further and repeat until arriving at the target point.

    2.7 years ago
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    NO .... making pains and frames is just a time conuming process but, I've been pleased with results just using transparent fuel tanks then adding some struts to look like framework around it.

    2.7 years ago
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    it's like it's on a hot plate, right? as soon as one leg hits the ground it bounces back. that puts more pressure on the other legs so they bounce back but with more vigor. Then pretty soon it gets so violent it tips the whole lander over! I finally just retracted the legs and let it rest on its engine nozzle and it settled down.

    2.8 years ago
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    Yeah I had similar issue with the new piston legs. 100% length, auto suspension, 25% target compression & 100% damper. they never settled down just jittered around increasing in intensity until eventually flipping the probe over. I figured I just need to play around with the settings a bit but it's a bit disappointing since I never had an issue with the old legs and now with the "improved" ones I'm going to have to spend extra time an energy to find the right settings.

    2.8 years ago
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    Always looked more like the Korean peninsula to me

    2.8 years ago
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    yeah this is exactly what happened when they tried implementing power usage by electric pump fed engines in the 0.9.000 updates. I even get the exact same results: 26 kN thrust electric engine requires a 1.1 GJ battery to run for 57 seconds!

    the only thing different now is that older 'pre-update' engines don't use power so older craft (including those in the tutorials) will function.

    Try a standard Ion engine (no editing or resizing) you should find is uses around 247 KW of power (far more then a 20-26 kN electric engine) but it doesn't eat up a battery nearly as fast as the electric pump engines do!

    2.9 years ago
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    prolly the easiest way to get multiple structures (like green house, solar array, comm dish, ect.) that aren't connected but located close to one another would be to load them all into the same design blueprint then spawn the whole set up to the location at once. if connected then just spawn it in as one big structure obviously.

    2.9 years ago
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    Yeah I'd say you have to 'cheat' a little here! Realistically you could send the pieces up and then have astronauts put it together on the surface like a prefabricated bookshelf from Walmart. but with that not possible in the game just spawn it in!

    2.9 years ago
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    @Dereric where are you seeing a 0.9.906 update? I'm not finding anything

    2.9 years ago
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    the upper stages of the tutorial spacecraft no longer function adequately (due to the electric pump engines draining the batteries). someone reported this on the steam page and I also encountered the issue on the 'flight tutorial' and 'parachute landing' challenge

    2.9 years ago
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    yes one of the few complaints I have is you don't see any lights or anything while orbiting the night side! It's almost as if all droods go to be bed on-time and sleep perfectly for 14 hours!

    2.9 years ago
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    @AnsarNevrekar1 they said they were gonna shoot for 2 weeks in experimental then 2 in beta and if everything went well, release in late March or early April.

    so maybe sometime next week or the week after.

    2.9 years ago
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    The parachute landing challenge is also broken now!

    Go to perform a de-orbit burn and the engine fires up, then after a second it cuts out and just starts sputtering (I assume cause the solar panels can't keep up with the excessive battery drain). had no idea what went wrong or if maybe that was part of the 'challenge'. But then I saw the exact same behavior on one of my designs using an electric pump fed engine.

    2.9 years ago