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About Andersenman

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    Disgruntled Contract Grinder

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  1. Thank you, I will investigate. I shall point out again that this happens to the stock, SQUAD-provided Velociteze, and does so from about 50 m/s and upwards, and thus very much so upon typical landing speeds.
  2. Again and again and again. Every bloody landing, KSP does this screwup to planes, even stock ones like the Velociteze: How is this a thing and how do I make it not a thing, please? Thanks.
  3. 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.
  4. Andersenman

    Audio Normalizer

    Duly noted.
  5. Andersenman

    Audio Normalizer

  6. Andersenman

    Audio Normalizer

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

    Audio Normalizer

    Isn't it just! (Yay, my 2^8th post!)
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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).
  14. 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.