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evileye.x

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    Dreaming of Space

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  1. I believe you can assign another mouse button for it...
  2. Heat distortion effects for jets are the thing now. But it is done by So I beleive there's no much point in implementing it in scatterer.
  3. Highfleet command. Frank Herbert's Dune mixed with post apocalyptic world with some slavic flavour. Dieselpunk or should I say , liquid methane punk You command naval aerial group with carriers and tactical nukes. It has ship editor Oops, just 2 posts above
  4. I just remove RW module from all non-dedicated parts and make all reaction wheels weaker (1%), far more expensive (5x) and evergy consuming (10x). The only exception - parts that have intake air like Airplane Plus helicopter rotors - to emulate cyclic control on those. I use Engine Ignitor and Persistant Rotation as well. Because otherwise you just warp and it kills your angle momentum completely. May Principia fixes that, I don't know.
  5. Great news! You can never have enough failure mods, I think. Another things to consider - have you looked at another failure mods like: 1) Kerbalism - I guess it is possible to disable Kerbalism's failures in config, however it would be extremly cool if mods interation will be possible (especially repair with repair kits) 2)Kerbal Krash System - this one is unique because part failures (like engine overheat, fuel tank leaks) are based on physical damage inflicted to parts - and even parts deformation implenemnted!...
  6. Just a heads up. I tried this wonderful with KSP 1.12.2 and it does work. Combined with MM patch @PART[*]:HAS[@MODULE[ModuleEngines*]]:FINAL { @crashTolerance *= 0.1 } It adds very funny situation when your side booster slightly scratches your core stage engine and suddenly you get overheat and explosion unless you severly drop thrust. Very nice touch of kinda realism. Highly recommended !
  7. I suspect it doesn't work properly with latest Kronometer (and it is needed to update - to make Kronometer work in 1.12.x KSP) Date is indicated as 362 December, for example... Does anyone know how to fix it?..
  8. It is really nice to see you are looking at KCT again! A suggestion, if I may... How about better handling for Kerbal Konstructs locations? I mean we have nice detailed facilities in JNSQ (and Kerbin Side for stock). But KCT doesn't really interact with them well. It does not respect opened/closed status for bases, etc. Would be so cool to have different building queues attached to different VABs (that may rollout only to their respective launchpads) and SPHs, as well as recoveries handled by different location (with optional hard recovery radius restrictions may be?...)
  9. Does anybody know how to change or disable "show radiation belts" hotkeys in Kerbalism? I cannot use stock maneuver editor because it's so less convenient than precise maneuver mod, where you use numpad hotkeys to change node quickly and, you know, precisely.
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