Jump to content

Thahat

Members
  • Posts

    71
  • Joined

  • Last visited

Everything posted by Thahat

  1. Question to you all, is it my immagination or is KSP loading...faster since 1.0?
  2. to any and all who actualy do the coding on mechjeb: small suggestion, can mechjeb be set up to detect this mod http://forum.kerbalspaceprogram.com/threads/113507-0-90-Timewarp-Rotate-0-1-3 and, when in space and about to auto-timeskip make sure the ship is not moving //up and down on the nav ball relative to the target vector// and then give the ship a tiny bit of rotational spin along its axis? i have found that when i manually do this the ship stays pointed at the target, but without it mechjeb keeps drift off target, dropping the timeskip, re aiming itsself at the target, timeskipping, failing again.. the stop and spin technique would make mechjeb even more awsome in combination with this mod hope anyone know how to implement this and that its easy enough that someone will XD
  3. A: that looks awsome, B: while your still at work, strange thought: is it possible to incorporate a fold-out ladder into a cockpit? like a mobility enhancer that is one part with the cockpit? would make fancy ladders , hidden when retracted, visable while not retarted (im only asking since you seem to be the lord and master of moving parts XD)
  4. stock only: you will need multiple engines, some pointing down, some pointing back, rotation will be done by SAS only in VTOL mode. if you might concider mods, well im not the spindoctor for this guy and his mods but.. take a look at this other place on this forum i'd say. http://forum.kerbalspaceprogram.com/threads/111691-WIP-90-QuizTech-Aero-Pack-v1-1-1-Updated-3-20-15 in both cases: make sure your center of mass is balanced around your center of thrust in both VTOL and normal flight modes, you can see this in stock by using the engines thrust limiters and setting them to 0 for the engines you are not using. in the case of the mod, same thing + the rear engines toggle in-editor aswell. hope this helps!
  5. awsome, welcome back (had checked your profile and it already stated that you were away so i figured as much @ busy life hahaha) also tested the naming functionality, it seems to work in the MK-1 (1 person jet) cockpit, but not in the Mk-2 or the mk-2 inline for some reason. EDIT: i keep coming back to the forum post in the hope of new stuff but no such luck
  6. the lanters disapoint you? even if it did NOT have the high-efficiency mode its still high efficiency+medium power in vacume, if you go up with a turboyet and trigger two LANTERNS (afterburner just to get you into a nice orbit, so only a little oxidiser needed) all the rest van be liquidfuel, what you need for the turbojets too, the rest it cun run in high efficiency mode, wit ha reasonable amount of power. their damn good if used in that way.. so TLDR: turbojet>afterburner>liquidfuel lantarn
  7. also im not sure if its a bug or an ALCOR-pod-only thing but in the alcor you can put stiff in the description window: " AG1=whatever the button has to say " and it changes the IVA AG1 style buttons to have a description label, maybe another thing you could add ? just a suggestion because im in love with the models you assembled XD
  8. aditionally, your modification just saved my butt XD, i was flying the mk2 cockpit on my MK-7 revised SSTO, and ran out of power during re-entry (the mk-8 is in the works XD) but i could turn the reaction wheels off, turn on the auxiliary power, and glide in on wings and flaps alone ! (NEAR+deadly re entry ftw.) now just to stop my ladder and the batteries melting...
  9. first off: your work is bloody awsome. mindblowing, DAMN. second: small request, can we get an abort button in the Mk2 just like you installed in the mk1? the flip up red blinking light is just too badass not to have (and possibly an emergency power in the mk1?(one can always dream )
  10. can we get this nominated for always on in stock XD? cause that would rock.
  11. well it kinda depends what you are doing. if you build really, really light SSTO's all you need to do is go to around 20.000, and keep it level to you go over 1400M/s, then two of those tiny orange 30KN engines are enough to orbit you. if you like clipping or have other nuclear small parts you can even use those to keep much, much more delta V left after a 100KM orbit. heavier SSTO's are not my forte though, so i cant say about those. all i know is dont go over 23KM high unless you have a .... ton of airhogging going on.
  12. also, when making an SSTO or something with wings this mod combo, think nasa style, keep your nose pointed diagonally up in the direction of travel (its the downward speed that kills you, not the forward one, the downward one compresses air creating a crapton of heat) because then you can change your forward momentum into upward momentum and gravity will remove the upwards one over time, in other words, same altitude, slowing down. and then when you get under 600M/s or something you can fly it like a normal plane
  13. sooo hi there. first ever requist and its actually a stupendously easy one, but i have failed at it myself so far: can someone make me a rescaled claw compatible in size with the smallest stock parst, as in the tiny orange engine/xenon engine thing, that size. (i suck at getting the rescale factor to work it seems) many thanks in advance
  14. sorry if im being a bother btw but i also found this while trying to use a pack of the awsome little go getters http://i.imgur.com/j5brtUH.png only one cockpit displays a kerbal, bug/feature/engine limitation? EDIT: i have been doing some testing for you, and its a bit odd. sometihmes you have multiple pilots, after docking two of em togeather one disapeares, after undocking its two pilots again. when landed on the floro, two pilots, immidiately after takign off from the floor back to one pilot (pilot also is invisible when two dock togeather) http://imgur.com/7kvELLr
  15. aditionally if you were wondering why the floodlight is clipped into the front of the cabbin, the headlights are way WAY too bright for close range operations, so i just clipped it in, turned off the main headlight off of the L key, and now the kerbal inside has a little footrest/warmer too
  16. right, you just replied before i could even get my post to work, you are a spider legged coding GOD XD
  17. sooo, your tiny parts are flipping AWSOME, but now i realised i want to use them as tiny loader pods. and the claw is way WAY too larger to facilitate.. would a re purposed landing leg as a grabber work? (as in make the landign leg claw like sticky? not sure if possible but it would be stylish..) edit, how on earts name do i put an imgur post in here? edit 2: got it.
  18. roverdude man, are you like, a spider XD? your everywhere! every time i see something new and cool.. its made by you lately XD
  19. first off, this thing is AWSOME, small, light, enough delta V at least to get back to kerbin from a stable 350km orbit, you rock! @rockerdude ! i like the detail with the kickstand making sure the hatch does not lock up aswell ! speaking of said kickstandthough, it looks a lot like an antenna... and you know what life pods need ? antennas to shout HAAAAALP to mission command1 Can we somehow enable the kickstand to function as an antenna? (optional benefit, extend antenna/retract antenna for kickstart might be cool instead of deploy>it stays there) aditional benefits of this would be the kerbal could climb into the pod to broadcast his findings on being stuck in orbit for SCIENCE!. (and its a nice roleplay distress signal thing) another sort of role play scenario would be an abandoned space station with a pod in it, but for instance no powered pods(RSC empty) you could still climb in and broadcast your SOS with the emergency power in the pod movy gravity anyone?
  20. long time lurker and KSP lunatic here lets start off: thanks for making this mod! secondary point, i have been reading in the thread a bit and the most people tend to use for warp jump is 'guestimate it' if i may, i would like to make a sugestion for a part: the warp navigational computer. or also know as "CHEWY,TURN ON THE NAVIGATIONAL COMPUTER, gnnghhhheuyuyyry sound" because even in KSP if you fly blind, smashing into rogue planets is quite frequent without perfect timing and hotkeys XD. of coarse, blind warp jumps should still work as usual ('targeting computers are for non-kerbals! splee!') but having some maner of warp jump navigation would be nice. somehow ting it to mechjeb even better, but even a 'look at your compass and do this' kind of trick would help. just my two cents
×
×
  • Create New...