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boberts314

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Everything posted by boberts314

  1. You may want to change the thread title at whatever point seems wisest, I almost didn't bother checking it since I've never heard of an "ECLSS" before.
  2. I dub thee "Holy Hand Grenade of Kantioch"!
  3. Even if the robotic joints would need to be excepted KJR would surely help a lot with strengthening the arm itself, right?
  4. Having had to tool around for several hours last night deleting infrequently used parts and reducing texture quality so that I could wedge B9 into my install, I assure you that I appreciate any space saving measures that mods will take. Are you surface attaching or node attaching? Using whatever is most universal makes perfect sense to me, but if accuracy is an issue you could swipe a technique from various fairings mods and just use nodes to attach. Not sure I've fully understood the problem though.
  5. I was referring to the issues that kept his launchpads from being used in orbit. I'm sure I recall you being around when it sounded like some of the modders might actually manage to overcome that and apply the launch method to OC, although to be fair that was ages ago now. Could just be my memory going.I'm running into some of the same complaints about research. I think maybe the biomes are intended to allow people a choice between doing repeated missions on one solar body or pushing out to visit different ones? To me though, it feels kind of like I'm leaving a job undone. Completionist mindset, maybe. It's the diminishing returns I like least. I wish you could just set an experiment to start transmitting and have it continue transmitting until no more science is to be gained, or the conditions for the experiment are no longer met.
  6. Hey evilC! I'd wondered where you'd gotten off to. Glad to see you're still around, even if you never managed to solve the limitations in skykooler's code. Having fun with .22?
  7. Problematic though it may be, it does at least allow for some creative freedom on the part of the player. I tend to delete pre-designed components like you suggest simply because I see designing your own ships and equipment as fundamental.
  8. I'm no longer certain how I ever survived without this.
  9. The golden ideal, at least in my head, would be to have trusswork and moving gantries with robotic arms putting things into place. Some aspects of which might be doable if your long term plans work out, attosecond. I'm envisioning being able to custom build an assembly area and then have that represented in the editor environment you talked about such that players could add clamps and umbilicals to predesignated points. It seems like one issue you're liable to run into at some point is how to set the extenders up so that they won't limit unusual ship designs, if custom docks were possible they could be a way to pass that on to the player. It was actually based on some sort of simple crowdbased pathfinding logic, with the followers just trying to make their way to the followee while maintaining some space between each other. You're right about the difficulties though. As far as I know it never worked in 3d space, for example.
  10. I am as interested in helping with this as I am unqualified to contribute to it.
  11. Standardisation, eh? That's clever, it could save trouble later. Well take the time you need, I'm looking forward to using these with deadly re-entry and such, but I'm in no rush either.
  12. With the possible exception of some poorly worded mod functions, AotF seems to be functional in .22 . I checked using a simple starter rocket, booster, liquid engine, and parachute. Assigned no staging or action groups in the VAB and was able to fly it using the number keys after changing the action groups on the pad. The only oddity I ran into was the that ion cross has very generic names for the air vents and oxygen scrubber on the mk.1 command pod, and I had more possible commands for them on the pad than in the VAB (the air vents are supposed to be self maintaining). That's probably more to do with ioncross than AotF though, and as I recall the available commands have never quite matched up anyway. To be clear, it's Pontiac's update that I've checked, not the one in the OP.
  13. I second that! This thing is handy to have when it's working. I'll see if I can test it a bit tonight, I may have some time.
  14. That occurred to me as well, I have to admit. I assume it was intended to compliment having ships build at the actual construction facility. It will make perfect sense once vessels are predictably placed.
  15. I don't suppose you've managed to get the ships to build *at* the spacedock, the way that EL ships will build on the launchpad?
  16. I'd probably move most of the stuff out of control systems (maybe VTOL rotatron would be sensible there), put anything powered in motors or techs requiring it... Since you've been nice enough to compile this list, I think I may try my hand at re-sorting it myself...
  17. As an addendum to this question, have the g values changed significantly from the 2.3 version? I've only just started dipping my toes into DR and it seems wise to be aware of significant changes of that sort.Semi-related: re-entry effects are positively terrifying now and I love it.
  18. Ok, thanks all. I could do the .cfg edits myself, but I'd have no idea where to put everything. I kind of want to explore the tech tree through the game interface, I guess. I suppose I could just chuck everything into that robotics node...
  19. Is that "works with .22" label just to indicate that it will function, or is IR integrated with the tech tree now?
  20. I guess in this case that might mean when the buoyancy is set to 100%? I'm not really sure how the animation triggering works on this, since it isn't manual, but I could see how that would be an issue.Either way, I'm looking forward to the sub parts integration. I never got around to playing with those before .22 released. Anything I can help with in .cfg editing?
  21. Hollow containers with animated doors are a good catch all, if you're already making them. They work fine for fuel hauling and such too, since you can just stick tanks inside of them.
  22. What he brought up would certainly explain the issue. I've unlocked the Ray since then and encountered no problems with getting airborne. Your point about launching standard envelopes makes sense to me, but it should be entirely possible to have varying drag on a part depending on whether it's open. Both Firespitter and B9 have airbrake parts that function on this principle.
  23. Are you looking at making something just to report what biome a craft is in? I can't offer any help, but I'd love to have such a thing. Spamming crew reports just isn't going to hold up for long term.
  24. There was indeed, I was (planning) to use them for highly modular cargo tugs. That was back in 1.8(?) though, and as far as I know they haven't been updated since. Weren't quite as pretty either. Anyway, could be neat! Fino, do you intend these to be sort of like fuel tanks that look like they have doors, or are you making them as full on containers, hollow inside and all that?
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