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ian9018

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Everything posted by ian9018

  1. I realize that the dialogue is something that was probably added for a good reason. That doesn't mean I have to like it, and it's preferable to find a way to not have to just deal with it. A good solution but it'd probably take a while to get implemented as stock. Hopefully it's simple enough (I have no knowledge of coding to gauge by) to just get thrown in with whatever else is in the next update? I think sal_vager meant that it was suggested that the dialogue get put in to start with... Maybe I have that backwards though
  2. Yknow when you make some change to a rocket then try to leave the VAB for whatever reason, and it asks you if you want to save? Welp... IF I WANTED TO SAVE I WOULD HAVE SAVED IT! I clicked 'Exit' not 'Save half built thing that probably isn't going to work anyways'! If it is worthy of saving it's either finished and I'll give it a proper name or it is a functioning test and the game saves it anyways when I launch it. Additionally, I don't want to keep clicking an answer because often when I click 'Don't Save' it actually clicks through the dialog window and picks up something on the ship. Since I just left the scene it gets deleted... Between having my train of thought interrupted and my craft getting pointlessly wrecked, I'm starting to get pretty angry. I'm fairly sure the game did what you told it to do at some point, and I'd prefer it that way. Is it a possible for a mod to suppress that message and just default the answer to whatever is set in a config? edit: actually while I'm asking for stuff, anyone know of good parts from any pack for balancing planes? I'd like small heavy ballast weights or something
  3. lf/o IS the standard, and OP wanted to do something different from that. That's why the lf/o configs will be MM patches.
  4. So the strength of the interstage connections, the strength of the connection is based off of the interstage ring's breakforce/breaktorque? Tough as nails man... >.>
  5. out of curiosity, was this due to .90 as a workaround for a bug or was it an intentional design change?
  6. All rights reserved, I'm pretty sure that prevents anyone doing anything with it including what you suggest. However, that doesn't prevent me (for instance, could be anyone) from compiling the unmodified source myself, for my own use. I think anyways... Is that how open source works?
  7. I use the repulsors to land troublesome craft at high speed. To stop the craft I keep a small landing gear or something, lower the gear then lower the reps on it and just brake. If you use a rear drag method like that, and you have a twin engine aircraft, a thrust control mod lets you use the main engines to turn if you control it correctly. Which is easier said than done but I've gotten some cool use out of it. I'd love to see those box fans, though I'd be inclined towards an electric version and/or add another mode to it. So the standard hover-x-distance mode, maybe the fans can tilt to provide forward/backward thrust. But I'd love to see it be able to act like a helicopter tail fan where it can be used to turn a hover craft at a dead stop using normal/reverse thrust to turn either way. edit: actually it just occurred to me that you might be able to make a sort of radially mounted engine that responds to main engine control AND maneuvering controls, meaning it would attempt to go "forward" but when you press left/right engines on one side throttle back and the other throttle up a bit to create that differential you need to turn. So you'd have repulsors or fans or whatever holding you up, but a DHMM (Dedicated Hovercraft Maneuvering Module) to control actual movement across the ground.
  8. I've been wondering for a while. The antigrav stuff "uses negative gravioli particles" to resist gravity, I guess. But how hard would it be to put a mode switch thing in the context menu and have it instead apply down-force for traction purposes? Was this already discussed/thrown out of the figurative window?
  9. I totally second this. In-fiction wise you could say "after staring at a test version of the so-called "Helical Drive" for a number of hours, a majority of staff instead named it the "HypnoDrive." Most kerbals will not answer as to why this is, they simply say HypnoDrive repeatedly until one stops asking..."
  10. My stance on licenses is that here you are free to make your own choice and I think that is the best decision. When talking about licenses, like Android vs. iOs, they are both functional and viable choices for a number of reasons, but ultimately when trying to compare which is more or less "healthy" for a purpose, you run into the whole 'they are both fruit, but you cannot compare apples to oranges' thing
  11. Mods follow the same evolutionary rules the rest of us do. Either adapt or die, pretty much. My point being that what people want is going to get made either way. KAS? Very popular and still the only one of it's kind, or one of the only ones (I don't know if there are other comparable) Majiir made an exception to the license across the mods he managed until he comes back (or appoints someone specific in his place) and people sprang out of the woodwork to fix KAS. Kethane? There were grumbles about a few things regarding a few of the functions it sits on as a system. I doubt Karbonite was devised only after Majiir had to do stuff in his life. While perhaps inspired by Keth, Karb is its own mod and I think it definitely does not depend on Kethane in any way beyond the idea. Like there were/are like 3 different life support mods going around at some point, if someone wants to do something and they are capable of it, they will. If someone has a restrictive license or unrestricted license I don't think it actually matters at the community level. edit: tl;dr if you aren't happy with what you have, then make something!
  12. I'll take a look at my install and see if I can unbreak it then. edit; going with "file mismatch due to bad habits" Also editing my last post. Sorry about that.
  13. edit; due to original lack of attention paid, this post is irrelevant.
  14. The only problem I have with this mod, is that I have no idea what I will change the key to xD Seriously, FloorIt just fits on Z so well. I'll find something...
  15. Your advice worked, my issue is resolved. Thank you! I'll have to keep that bug in mind for future building >.<
  16. Perhaps not the most efficient, but yes it is as intended. My only issue is that the sepratrons seperate themselves from the srb, instead of the srb from the rocket.
  17. A mostly typical multistage rocket launching from kerbin under stock aerodynamics. I've tested this on the launch-pad in a very quick manner, flying up a ways and letting stage go after a few seconds just to check functionality, and the rocket passes this. The problem is when I actually do this for keeps and all the stages are out of fuel when they get decoupled, a pair of sepratrons disconnects from the srbs they are attached to and simply charge off somewhere. KW Rocketry SRBs, throttle-limited so they burn out when I want them gone anyways, mounted on the wire-standoff radial decouplers. http://imgur.com/kVaGwmw Figure 1 is the first set dropped, and those work fine. Figure 2 marks the ones that simply fall off. I've tried placing the sepratrons on the sides where Figure 3 is, and across the SRBs that makes them ALL fall off... I originally thought this might be from damage, and I've tried varying their height, different angles etc. In every case I've tried to make sure the thrust from one sepratron is not hitting another one. While the setup pictured comes very very close, I don't think they are hitting? (edit: this is the closest I've come to making this work, in the sense only one pair of seps are unsticking, as opposed to every one I put on) Is this a bug or is there something I'm missing?
  18. To Roxette and AbeS, I should be able to figure it out from there so thank you! I don't understand? >.>
  19. I use standard scheme for navigation lights on my craft (red on starboard wing, green on port) so I am wondering how do I vanquish the large green light on the radial mechjeb part? I realize I can just put the mechjeb part on my left wing, but my sense for symmetry gets mad. Is there a way to make the red light on the mechjeb part turn/stay on?
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