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About theonegalen

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    Sr. Spacecraft Engineer

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  1. theonegalen

    Electrocutor's Thread

    Yes, that's exactly what I was talking about! Unfortunately, I am away from my KSP computer until next Saturday, as I am on Thanksgiving vacation with family. But as soon as I get back, I'm going to give this a shot!
  2. theonegalen

    Electrocutor's Thread

    So the idea is that cockpits would come with old fashioned and limited gauges early in the tech tree, then you would unlock the variant ivas with glass cockpits and more complex instrumentation later on.
  3. theonegalen

    Electrocutor's Thread

    I have been wanting this for so, so long. Everyone told me it was impossible. Even the B9 Part Switch guys told me they wouldn't program something like this. I thought no one else cared. I cannot wait to get back home and make this work with Warbird Cockpits! Will it work if you nest it in a Part Upgrade module?
  4. I changed some of the prerequisites after I tried a non-UBM test run left me very dissatisfied with the MH suite of engines, so the next version of UBME will do that, as well as put propeller engines in their own branch (off of Stability, IIRC). My apologies for the continued delay. I am on vacation away from my computer this week, and will zip everything up and put it on Spacedock as soon as I get back.
  5. Depends on what tech tree you use. Remember, this mod was designed to be used in concert with the Realism Overhaul suite. It also works well with Unmanned Before Manned. Also, there are several config files in the Community Database of Module Manager Configs that I never fly without. One of them adds a bunch of various-sized launch clamps throughout the tech tree, another adds delayed-action Sepratrons.
  6. The one thing I'd really like to add to the Mk1 pod is the ability to create maneuver nodes and flight planning from the IVA view. I might integrate Astrogator into the CRT for that. Astrogator is so powerful, though, that it doesn't really fit in with the tech level of everything else that's in that pod. I apologize for the continued delay. Now that I actually have some free time, and my computer set up, I have been spending more of that time just playing the game than anything else. I still have no internet at home, however. I am currently away from my computer on vacation for US Thanksgiving, and won't be back until a week from today. I hope to get back to work on the mod for at least an hour or two each day after that.
  7. theonegalen

    [1.5.x] Kerbonov Kn-2 Cockpit Module Continued

    I certainly wouldn't miss the double sized 800, but I would definitely miss the half sized x200-8. I find it useful for landers and larger probes.
  8. OIC, it's a frame of reference problem because of the way the physics work. The only thing I can think of would be to brute force it with mathematics, or maybe storing the positions/orbits of the orbiting bodies in a secondary, exterior .DAT file, and then reloading and moving them to those positions when going back to the Space Center scene, or any flight scene above 100 km? Just thinking of the number of possible ships, though, that sounds like it would create insane slow down anytime you changed between the two reference frames. I'm shooting in the dark, so I imagine that's a stupid idea, but it's the only one that I have. I apologize if I am very much not helping. :-)
  9. Why is it necessary to tip the planetarium once you go below 100 km? I imagine it has something to do with how KSP handles aircraft and that good old swap between PQS and scaled space?
  10. theonegalen

    Stockalike Airbus A330 Cockpit - Interest?

    The Ultimate Shuttle IVA is a great Shuttle IVA. It's not a great Airbus 330 IVA.
  11. My condolences! Take the time you need, of course.
  12. Oh yeah, I use the Community Category Kit to just put the KAX props into a separate Propeller Engine category already, so that's why I wasn't familiar with the KAX.dll.
  13. theonegalen

    Stockalike Airbus A330 Cockpit - Interest?

    Nice! I like it.