Andersenman

Members
  • Content count

    260
  • Joined

  • Last visited

Community Reputation

47 Excellent

About Andersenman

  • Rank
    Disgruntled Contract Grinder

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Andersenman

    Throttle Locking

    For when one wishes to exclude gimbaling engines from throttling to keep authority, like the Cub or the Thud. Deferring to the thrust limiter option is impractical for all but those constructions which only consider a single engine. And yes, this is still valid, so I will revive this thread.
  2. Andersenman

    Audio Normalizer

    Duly noted.
  3. Andersenman

    Audio Normalizer

    No.
  4. Andersenman

    Audio Normalizer

    I don't think in said four years anyone has stopped any mod from moving it there ...
  5. Andersenman

    Audio Normalizer

    Isn't it just! (Yay, my 2^8th post!)
  6. Andersenman

    Audio Normalizer

    Another handful of updates has gone by, another handful of updates without clarification on this functionality. So once again I'd like to raise this still relevant thread from the dead and ask, Thanks. Kind regards, A.
  7. Andersenman

    [1.4.1] TooManyOrbits v1.1.2

    Hey there, thank you for this neat addition to user-friendliness. I wonder, would it be possible to not entirely hide but reduce opacity of the unwanted orbits instead? Thanks! Best, A.
  8. Andersenman

    "hidden" fuel tanks?

    Let's please not be presuming what can or what cannot be expected to be known depending on registration date, especially for a game that is as … fluid as KSP. Thank you.
  9. Andersenman

    "hidden" fuel tanks?

    I appreciate that, but that's not the point. It should work intuitively for all parts. Full-stop. And even if that fairing is one of the earlier items, it's still at tier 4, costing 90 science, and is preceded by one adapter and one nosecone.
  10. Andersenman

    "hidden" fuel tanks?

    Not when, but if. Those items aren't plentiful very early, so it's only reasonable resort to things like nose cones and (visibly hollow) decouplers to form shielded bays. That is, if they actually worked like that and didn't just mislead the player into thinking so.
  11. Andersenman

    "High G" contract?

    Yes, I tried a simple centrifuge, but it didn't produce any usable forces. It's weird that you don't get any "usable" centrifugal forces when in fact the parts get visibly torn apart at the joints (before they actually fail).
  12. Andersenman

    "hidden" fuel tanks?

    What Signo said. OP placed the tanks on top of the probe body, then covered it with an adapter. What now, is the player supposed to assume that the adapter is solid (why would it be?) so as to satisfy the "clipping inside" part in that, thereby telling the player that doing it this way is bad and verboten? This is unfit for purpose and unintuitive to the player. The whole point in these adapters is to provide aerodynamic transitions between body sizes. Now, if using them comes at the price of A) dead, unusable volume, and B) the need to fall back to either putting the parts that could be stowed at drag-inducing locations OR putting them in one more compartment (with its own drag and additional weight), the user may as well just forego using them at all. Be it adapters, nose cones, or similar stackable items with no other excuse than their shape for the volume they occupy; if they look like they would cover items, they should do so, especially when the model clearly suggests they are hollow.
  13. Andersenman

    Audio Normalizer

    Thanks for the insight. I've tried to find threshold and responsiveness in the Unity documentation, but to no avail. I did find a compressor and a ducking functionality described, but all of them require a lot more parameters to be set rather than just those two, so I tentatively presume this is some functionality wrapped around the listener. The problem to easily deduce the functionality from these sliders aren't just their missing units, it's also their ranges. A threshold of 0 might suggest that ALL signal, all the way down to silence, was affected, and a threshold of 5 (as in, 5 sources at playing at 100 % at once, theoretically) could easily be exceeded by multiple engines firing at once, or many parts crashing into water, making this threshold rather pointless. Also, where's the compression or limiting in there? Is it somehow tied to the Threshold slider? In the end, these are but wild speculation. This isn't really a technical issue, it's usability and accessibility! These sliders are presented to a PLAYER, a PLAYER shouldn't need to try and guess their inner workings, it should be obvious and clear from their presentation alone what they do!
  14. Andersenman

    "High G" contract?

    The plane idea is nice, but prioritising the acquisition of the necessary plane parts from the Tech Tree seems unreasonable over what potential can be unlocked with the rocket parts instead. I do like the centrifuge idea. That way the whole contraption could A, be recovered easily, would B, have to go neither very far nor very fast (in fact, it could even perform while already dangling from a chute), and C, would be throttle-able to avoid structural destruction. Thank you for these creative suggestions, I shall investigate!