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scy

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Posts posted by scy

  1. Most of the heat shields are missing in my game (only 0.625m and 5m and expandable ones available). Also no Mk1 pod or large parachute. I see lines like the following in the `UnmannedBeforeManned-TechTree.cfg` file but don't quite understand the syntax; why are these parts not in the tech tree in-game?

    @PART[mk1pod|HeatShield1|parachuteLarge|radialDrogue|parachuteDrogue]:NEEDS[!CommunityTechTree,!SETIctt,!SETItechtree,!ETT,!OpenTree,!RP-0]:FOR[UnmannedBeforeManned]
    {
    	@TechRequired = flightControl
    }
    @PART[mk1pod|HeatShield1|parachuteLarge|radialDrogue|parachuteDrogue]:NEEDS[CommunityTechTree,!SETIctt,!SETItechtree,!ETT,!OpenTree,!RP-0]:FOR[UnmannedBeforeManned]
    {
    	@TechRequired = enhancedSurvivability
    }

     

  2. Well, I was thinking of Val, and her top secret military stuff... which was several chapters back and I still don't have a clue how it ties in really. But then I realised, yes, this was commercial collaboration... but I still don't get why Wernher took a private jet. Presumably even with the heightened tensions kerbals still travel and there are international airlines?

  3. Use a German keyboard? Linux has various other solutions, but you have to go look for them.

    Another great chapter, KSK. Great interview and I love having to join the dots a little to follow the story and work out what's going on... like why a female pilot was requesting permission to enter Wakiran airspace.

  4. Finally caught up!

    What is this MLT? Hovering a dynamically unstable craft lifted by engine thrust somewhere with as much gravity as kerbin is nearly impossible... totally asking for trouble (and far harder than doing the same on Minmus, so I really don't see the point of the training exercise).

    I don't agree with Madrias. If the controls were backwards or the stabilisation was compensating in the wrong direction, Ornie would have crashed in under a second if he didn't realise before taking off. (I fly RC helicopters, so I know what I'm talking about here.)

  5. Strongly agree with the environmental enhancements and electric props. Also needed are simple vessel illumination lights and better controls for planes (swap roll and yaw buttons and axes, simple autopilot for wing-levelling and pitch-holding (independently)) as well as fixing the current heading-hold for rockets to actually work!

    I'm not so sure about adding the hinges/servos at the moment though. Other than folding wheels for rovers they're not needed for most missions, and are quite a big thing to add.

  6. Settings.

    Make it possible to turn music on/off from anywhere in the game.

    Make it possible to set key bindings from anywhere in the game.

    Get rid of the "docking mode" controls (at least I don't see any point in it).

    Better default keys. E.g. make W turn "up" and D "down" for rockets (I tested this out a while back and couldn't believe how much more intuitive it was; it's even okay for planes). And some better bindings for translational motion  e.g. I use J/L I/K ;/P for left/right forward/backwards up/down.

  7. Instead of a transfer planner could we not just have better tools? E.g.

    1. From orbit around Kerbin, there should be an easy way of creating an ejection burn by specifying the ejection angle (relative to planet's prograde), delta-v and time (number of orbits before this takes place).

    2. Add some way of comparing projected position with the position of other objects; e.g. mousing over some point in the trajectory projection would show projections of where other objects will be when you arrive at that point.

    3. Fix up the trajectory projections; e.g. if floating point errors cause uncertainty on arrival at the planet then (a) indicate that uncertainty and (B) allow maneuver planning relative to the time at which you enter the SOI, using some local projection which doesn't wobble all over the place (even if the current projection deviates a little from the one shown).

  8. I like the idea, but I think that some of the example functions are too powerful.

    Anything that allows it to be pretty much an autopilot is a little too far for my tastes. Delays and similar make sense, but I'm wary of conditionals and having action groups directly control the craft beyond "turn engine on, turn engine off".

    I don't understand the logic. In my opinion designing craft can be interesting as can flying things never done before, but things like launches (at least of easier craft) and transfer burns quickly get boring. Why can't an autopilot do that while I go get a cup of tea?

    Each to his own, I guess.

  9. Another suggestion: fix RCS rotation not to cause translation. What I mean is that if RCS thrusters are not perfectly aligned and they are used to rotate a craft, the craft will move too, which can be frustrating when docking (when not using reaction wheels or when playing better-than-starting-manned where reaction wheels have a lot less power). As long as there are RCS thrusters on all sides of the centre of gravity, it should be possible to avoid the translation just by reducing the power of some thrusters; the game should do this automatically in my opinion.

    Second point: there should be a third RCS option: off, on, and only-for-translation (for docking, probably unnecessary if the above is fixed).

    Third point, going a bit further: it would be great if the game would automatically limit thrust levels of sets of engines to allow turning under thrust, sort-of like thrust vectoring but working with any engine when in multiples around the center of gravity (e.g. a cluster of ion engines). This is more of a icing-on-the-cake feature for me.

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