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Bizz Keryear

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Everything posted by Bizz Keryear

  1. Is it already known that the lights forget their colors at random? 90% of the time when I go back to a ship or launch one where I have assigned a color to a light that is then gone. 10% of the time the game remembers.
  2. Wasn't that bad ... I mean I didn't threaten to invade Poland or something ... but I also didn't used jazz hands.
  3. I would if I could ... but I managed to get into an argument with one developer ... and got banned for life from github
  4. After I recently updated ckan it changed to my native language ... How do I change it back to English? (I use English in all applications, cause translations are in most cases horrible at best and outright wrong at worst) Never mind was answered already as not possible for now. Does not work, option probably got removed in recent updates of windows.
  5. I think Christmas came early. Thanks for this gift (although I'd like to had have the option to use the old textures ... guess I have to make a backup of'em and mod'm in after the update) Happy holidays to the team ... (or since it's likely that the whole team is actually Christian ... Merry Christmas) Have fun (and I hope you get some free time to spend with your loved ones ... or at least your families) ... and happy new year (since I am unlikely to post ... and hopefully no one of you is forced to read posts)
  6. @Booots Sooo, Just to let you know ... while some of your mods appear in Ckan this one doesn't ... and Spacedock warns: Anyway cool idea for a mod, I will definitely try i out. Something I wanted to have for a long time.
  7. Same here. Tooltips and icons borked (tooltips are light gray font on mid gray background, icons are all gray blocks) But menus and rest is (or at least seems) fine. (did not actually test everything out) Great! Thanks so much.
  8. in CKAN -> Settings -> Compatible KSP versions Use with care
  9. I love all the changes (except the ToS changes, though) Even have reverted to vanilla for the time being to enjoy the new content (though not for long, since vanilla still has issues)
  10. I wonder if you don't want to understand or if you simply can't. Of course they land with the nose up. As I said the lift is not only determinated by wing shape and size, but also by wind speed and angle of attack. Increasing the angle of attack (without stalling) means more lift with same speed. Or same lift by less speed. It also increases drag and help reducing speed. But if your front wheel is further down ... that means your nose is up when all wheels are touching, means you have a higher angle of attack from the get go, means if you land that way your speed is also almost enough to lift you off the runway, but that is not want you want. Once the back wheels are touching you want to decrease the angle of attack (aka bring the nose to level) to reduce lift drastically the increased weight now presses the wheels down enough that you are able to use breaks ... which you can't if you have a low front wheel. To get then the same effect you need to push your nose "down" after all wheels made contact. It might be that you get away with this kind of construct in KSP, but you won't in RL. Also you can see in your video that they all come down nose first, then close to the runway they pull the nose up reducing vertical speed almost to zero, and also reducing horizontal speed in process, then (after contact) lowering the nose to get full grip of the gear.
  11. That is utter and total BS and Alshain done well to call you out on this. The lift is determinated by the shape, size, angle of attack, and wind speed (aka. speed of the plane in KSP ... because there is no wind... in RL that would be the wind speed + speed of plane) over the wing. If your lift is smaller than your mass (aka. total down force) you have a effective down force that makes your plane sink. Having a down force doesn't mean that your plane has to smash into the ground with several times its own mass. (Where did you get your number from btw? Did you pull them out of a Klingon south end? The lower one I mean) Only pointing your wings (and or engines) down creates additional down force since your lift the doesn't point upwards anymore. ------------------------------------------------ I design my planes with very level gears. If any only a few degrees (1-2) upwards (and an aileron at the nose to give additional control). The front gear as much forward as possible and the back gear just behind all CoM (CoM and dCoM) which gives me enough force to lift the nose or press it to the ground if I need to. (the latter if I am coming in hot) But I am a really bad pilot ... and it has shown that a girder (they can take quite a punch) under the tail can be a real life saver in case I pull up too much (when launching) or my angle of attack is just a little too high when landing (you don't know how many engines / tails I lost with stock planes)... Though, on my last high speed plane I added a set of level 1 front wheel ... looks rather funny) Since I also tend to fat finger keys in high stress situation ... I usually add a set of "training" wheels under the wingtips (also helps with bumpy terrain). Since my last plane needed the ability to go over 19km ... top height is ~22km (before my engines run out of air) I need to add in an extra pod to the wingtips ... which now carry my training wheels ... (I call them training wheel, cause in normal conditions they don't touch the ground ... only when things go south they prevent important parts to kiss the ground) but in this case they are lower than usual and almost touch the ground.
  12. Then could please someone tell this the CKan team? ... or update the op here as well. Though, it could use an update ... there are no cryo effects for parts smaller than 1m and bigger than 2m, if I interpret the files correctly. And a whole lot of "recently" added parts are missing. In short while it is still kinda working (not producing a crash) it still needs some love. Please Sarbian give it some! Thanks.
  13. I think there might be a problem again with ambient light and ckan. Edit: error essage was translated by me into english
  14. @Whitecat106 think you might have a little typo on unless you have access to KSP 1.2.1 ahead from everybody else. (should be 1.1.2)
  15. Actually they changed so much in the UI, there is no way that it will work.
  16. Since it has been ages @kitoban has updated this or replied to this. Has anyone considered to taking it over?
  17. Thanks for updating it several times. Though I am bit worried that it isn't on CKAN anymore neither this nor the older versions.
  18. I love it but for final version it would be cool to have a once click solution to remove clouds & such from map view (for picking landing sides) or removing the cloud layer when zoomed in max or such
  19. Haven't realized that this mod didn't had an update in ages. Still so much better than stock. So, I second the request for an update. Pretty please.
  20. Loved it in 1.0.5 and now with 1.1 pre kicked in I finally have all the memory to add all the visual goodies that I wan't to. So I hope this will get updates soon (my memory feels lonely)
  21. Since 1.1 pre hit, I hope this will get updated, soon. It is just so convenient
  22. I have a feature request: since it doesn't seem to work that well withe the vanilla next orbit button (at least it didn't for me in 1.0.5) I'd like to have something like this build into precise node itself. one click on a (new) button behind the time e.g advance it one orbit. calling the vanilla function for it.
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