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Kaethorin

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    Rocketry Enthusiast
  1. i honestly feel its for everyone, my 5yr old nephew enjoys trying to play, (though he builds wacky rockets that always blow up) and me, as an adult, finds a ton of fun in the mods or stock game just the base of make a rocket and see what happens intrigues all ages i feel. its a sandbox space craft game, with the ability to make it "chore" like to get more parts.
  2. dtobi, loving the mod, but i was wondering if the adding of the fuel detection on the tanks was needed? i like it but i'm not sure if when it detects, or if its a cause of my lag in the VAB (only get lag once i use more than 3-4 tanks stacked together in VAB, but never happens with other crafts with more parts). is there a way to disable it as well? might help me out a bit since i barely use the detection though it is an awesome tool for automated burns
  3. you can already deploy them via action groups, just not exactly how you mean , and the question would be, it's a laser guided missile, how would it manually fly unless being guided by the mouse look system it would be an unrealistic ordeal. in most cases, LGMs are a lock and fire, and in some cases are a FBW(Fly-By-Wire) and have a limit to how well they will respond, this being said, the rockets are pretty wonderful as is, and have teir own showing of how FBW would work if you fire an ground at a ground target via the air. I usually get a loop before it will hit the target, ie: launchpad to SPH. in your case of FBW from orbit, you would end up with Kms of difference in the smallest adjustments due to height above ground (lat/long may work but would mean you would have to get the co-ords exactly specific). I'm only curious in my reply here, if only because of the from orbit example, it seems like a great idea (maybe if he made a new missiles for the FBW style). a thrust limiter would be fantastic as well since momentum may not always be needed to get the rocket to the target, but more distance . I'd like to see it integrated into the toolbars plug-in. maybe in the .24 release
  4. nice craft superweegee, has a bit of a clone trooper color scheme to it (if you were to see the kerbals as clone troopers occasionally)
  5. that's pretty awesome, i wasn't sure what plane exactly it came from i just knew its kind of like fighter pilots minus the weapons and other fighter pilot info.
  6. it may be Advanced Electrics for the HUD i'm referring too (the fighter pilot one) and may i may a suggestion to have it moved maybe to Supersonic-flight or Advanced Aerodynamics node? since the HUD seems more fit to planes, maybe its unlocked because of being able to hit supersonic speeds in atmosphere with an airplane. i personally like the fighter HUD mixed with the fuel gauge and electric gauge so i can fly in IVA with a more accurate and realistic feeling HUD and gauge display.
  7. I am curious as to what part of the tech tree unlocks the HUD, the save i have where science is neglegable its open, and as i'm about halfway through the science tree in career mode, i dont seem to have it. if anything is there a way to have them all unlocked as default?
  8. Thanx and it was only the second commentary (hopefully a update review once i'm better at live commentating and understand the whole mod clearly.)
  9. amazing mod, i did a little review of this mod on my youtube: (explaining it as best i could after spending a few days using it) my sycronized flying is horrible but either way being able to see the craft i previously flew fly overhead is awesome. thank you for making a mod like this SirJodelstien
  10. Boamere, try reactivating the engines, burn up a bit then cut thrust, wait til .000000u fuel flow and it should turn off, its how i've solved it haping the couple times its happened. maybe a bug somewhere where it thinks its still having fuel flow when the engine was shut down. (i'm a newbie to engines modding wise and in general mods besides using them)
  11. I believe KSP has a flat runway modeled on a curved surface you are flying straight but the ground is turned slightly do to kerbin's curvature (hence the runway being raised and having varying hieghts from the ground either side) its more Kerbin's fault than your own if you try to just balance out befor take-off it'll work a bit better possibly then turning to straighten out. turning applies centripetal force to the outward side of the planes causing wings to dip causing your crashes, from what i could see. It may also be FAR being a bit funny with lift dynamics before takeoff with your wheels etc, i noticed in stock KSP you could move fast with a plane over the ground in FAR you want off the ground ASAP from my experiences
  12. I did notice that though the Mk1 cockpit is reasonable to see with beside the cut off peripherals, the rest are a bit lack luster, most being for space though so i guess being in IVA means more details than the open beauty of being in atmosphere with the top off and the prop(s) spinning, flying about in IVA
  13. Ahh, I've never looked into how KSP does impact tolerance. I'm sure it may be something that is not needed but would be cool to see is maybe a higher IVA head height for the biplane cockpit, its a bit low I feel, or maybe what way could I adjust it just for myself? I am sure its at an almost realistic height, but i've never been in a biplane seat to tell
  14. holy cow that's a beautiful plane, and if KSP could have water landing aircraft like the one depicted here, it'd be amazing, i'm assuming it would have to have a very high crash tolerance though. i've found it possible to drive into water at about 30m/s but thats via driving into the water so i didnt have a vertical velocity included into my horizontal. maybe we'd have to just try and land slower than we normally do, or find the way to have parts accept a 70m/s impact horizontally with a probable 10m/s vertical though, 50m/s horizontal 5m/s vertical would be more realistic (yes i know heavy craft dont produce great lift at low speeds, but hey, it's KSP, so anything can happen haha)
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