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CaptainCrunch

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Everything posted by CaptainCrunch

  1. Sorting feature request: Sort by planet body. So lump all Kerbin missions together, Mun missions etc. Great mod thanks!
  2. Love you texture mockups SpeedyB. I definitely prefer cleaner and sharper colors to the defaults.
  3. It would make more sense for TAC to measure in kg/liters or something from the real world, seems like it would play better with other mods as well. Maybe this is already planned somewhere and I missed it.
  4. YANFRET! Just want you to know that I have an entirely separate copy of KSP dedicated to just your mods. Love the work you're doing.
  5. Pardon my ignorance but which program/programs are used to design and texture these models?
  6. Will sell my soul to the highest bidder for TAC-LS compatibility. Great work on the mod btw
  7. Glad you're still alive! Just started up KSP after taking a year off. WOW things have changed. Loving your Life Support mod and I look forward to any future developments. Here, have some coffee and a donut.
  8. So I have a request. Could we still get some kind of completion icon for the repeatable missions? It's really just the OCD achievement chaser in me that likes to see lots of green completed icons.
  9. Hands down my favorite lifters. When I'm goofing off I just slap something together. When I'm working on bigger projects that need an efficient lifter for my payload; I always fall back to these bad boys.
  10. I just discovered how to edit .cfg files for the first time. I wanted a small launch escape tower with an internal decoupler. Mostly did it by guesswork after looking at how NovaPunch had a decoupler in his escape towers. Original size: Shrunk to fit small capsule: Decoupler test
  11. Can you post a screenshot of your launcher? EDIT: What that guy above me said...
  12. Pretty sure squad has already said autopilot will never be stock which I am perfectly okay with.
  13. Maybe another way to do this would be if Squad implemented the ability to save a flight path. For example say I launch a space station to a 100km circular orbit and the game then gives me the option at the end of the flight to save when I burned and in what direction. I could come back with a second rocket and load that queue of maneuver nodes and burn at the appropriate times. I suppose the only flaw with this is once you start bringing in different craft sizes with different Delta-v, but maybe that could be adjusted. This way you still have to figure out how to reach a point in space but you don't have to completely throw away your nav data and start from scratch every time. Either way I love this game and I'm confident Squad will keep moving in the awesome direction they have been.
  14. I do like how Squad made the maneuver nodes more organic than just typing numbers into a text box and I'm pretty sure they will tweak it so it can display orbit changes in real-time without the annoying mouse-over as well as displaying target inclination changes etc. However it still feels like an extremely manual way to plot burns. One interesting way to implement a maneuver planner in career mode would be to bury it way down in the tech tree as an advanced navigation computer. So for example maybe for the first half of the tech tree a player would have to figure out how to plot an inclination of 90 degrees by dragging the nodes around. Then when the "next-gen" navigation computer is researched they can input a request (i.e. input a value and click a button) for it to calculate the direction and time of a burn resulting in a 90 degree inclination.
  15. I'm just not a big fan of how the maneuver nodes work and so far the the MechJeb UI seems to solve this in a much more understandable way. Pulling around little colored dots can be extremely tedious especially if you're OCD about trying to hit something exactly on target. Maybe just adding a way to enter in a numerical value would be helpful. P.S. Oh and PLEASE don't let this turn into an Autopilot vs. Not Autopilot bashing thread. I'm only talking about planning manual maneuvers.
  16. So I think most people who have used MechJeb can all agree that the information windows it displays regarding orbit info, delta-v etc. are indispensable and will eventually make it into the stock game in one form or another. For me though the real goldmine in MechJeb is the Maneuver Planner (and to some extent the Rendezvous Planner) and is the part whose absence I immediately notice the most. It is so much more efficient and intuitive at plotting out an exact target course and destination than trying to pull around maneuver nodes. Thoughts? Should a stock version of this (excluding the autopilot function of course) be added at some later date? EDIT: Since there is some confusion on this I am not referring to the Maneuver Editor but the Maneuver Planner. The Editor is nice and we definitely need more precise control with the maneuver nodes but more precise functions for node adjustment are almost guaranteed. However I really like having the option within the Maneuver Planner window to create a node that would for example circularize my 100km orbit with the condition that the node is created at the apoapsis etc. For career mode this would ideally be something that should be buried far down in the tech tree so initially you have to calculate manual burns. All it would do is create a target on the navball, you would still have to follow that target and fly by hand. To make it even less easy-mode you could even add in the condition that it would only work for maneuvers you have already done. Such as it only being possible to create a circularize at 100km apoapsis after you have created this node yourself manually.
  17. Personally after a rash of failed docking attempts I downloaded MechJeb, saved my game and watched how the autopilot docked. Mechjeb Rendezvous is really good at showing the process broken down into steps. After that I reloaded and did exactly the same thing using maneuver nodes. Between that, watching Scott Manley, and practice, docking is now easy though time-consuming. Oh, and minor detail, I discovered docking mode vs. staging mode, that is not very crystal clear in the game.
  18. Also think about the sheer volume of disposable rocket programs since the beginning of the space race, we've had quite awhile to perfect that design. The Space Shuttle was really the only serious attempt to solve the SSTO reusability problem by someone with enough resources to throw at it. Reusability is a whole new ball game; of course initial R&D costs will be higher but given enough time and new iterations the benefits are exponential. This has happened time and time again across many industries: a government program creates or invents something, private business makes it cost effective. EDIT: I is wrong and are corrected.
  19. How is this unrealistic? KSP technology is designed to copy the present and near future. The Space Shuttle was a first generation attempt at a "reuseable" spacecraft. Costs aren't frozen in time, technology if applied correctly will always bring it down. What if airplanes were disposable? Fly it once, throw it away. Drive my car once, throw it away. We just haven't been able to make it cost effective yet. SpaceX is probably the closest as they have already demonstrated the ability to cut cost (Space Shuttle $1.5 Billion per launch vs. Falcon Heavy $75-$100 Million per launch) and are already well on their way to re-useable boosters. Or listen to this guy argue for reusability. http://www.youtube.com/watch?v=1sumVEEAZ_w&t=10m44s
  20. Great mod! I am really enjoying this as a holdover until career mode. Having to actually budget expenses forced me to learn the delta-v and m/s requirements to complete things for the first time. It's so satisfying (terrifying...) to design an efficient rocket that puts a lander on the Mun with less than 10 seconds of fuel left in the can.
  21. Which ironically is an absolutely terrible design for an invasion army which Hollywood created so humans can repeatedly beat technologically superior alien forces who were stupid enough to design everything around one tiny point of failure.
  22. I'll second this; maybe I missed it but if it doesn't exist already, adding an option to disable the popup entirely would be great.
  23. So kind of a gee whiz dumb question here but I always see people throw out that this game is still in Alpha testing. What exactly is the difference between alpha and beta testing? I always assumed that alpha testing is considered to be in house and/or limited release and beta is a wide release or just the public at large. Is there something specific that changes this to a beta?
  24. My first orbital refueling station the K.S.S Chevron. Still a work in progress but the main core of the station is done.
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