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Everything posted by Bit Fiddler
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oh well... again just would be nice but it has not been a game breaker in the past, so I doubt it will be a big issue in the future. but any sort of crossover would make it better
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we were talking about this earlier and I never got around to posting an idea I had for this. if you scan for WPM to be installed and if it is just use it out right for your WP system. and if not then revert to the existing WP system you have now. this may be easier than trying to "merge" them. SCANSAT and MJ also had a wp and route follow system, so if we got all 3 of these mods on board with one another and all using the same "internals" from WPM that would be great. I think SCANSAT is already compatible with MJ but it has been a while since I messed with them. one thing I really like about the WP system in TCA is the ability to click on the ground and drop a WP in flight mode. as far as I recall this is not possible in WPM. so there is some give and take that would be nice from all of these mods. but it would sure be nice if they all get along. WPM, MJ, SCANSAT I know are very big mods in the community, and TCA seems to fairly popular as well. so it would just be nice if all of them could just get along...
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ah ok... I have not been in off world construction mode in some time. I have been making strictly aircraft for quite some time now. SSTO and planetary exploration stuff as well as just cool looking "fighters" etc. then finally tried TCA and wow. lol I am having a blast making all sorts of VTOL crap.
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just a question for you. I have not looked at EPL and the USI EPL stuff for a while, but I was under the impression that USI no longer needed EPL. is this not true?
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well then never mind... lol I guess I was just flying too fast for the system to deal with it and it performed the climb sooner than I was expecting. but hey so far I am really liking this mod. I have been looking at it for quite some time , but never used it before. but I started messing with your other mod and it prompted me to go look at this one when I realized it was yours. do not mind me... ill go back to making my next VTOL
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The Ui Flicker Bug - In stock
Bit Fiddler replied to Tr1gg3r's topic in KSP1 Technical Support (PC, unmodded installs)
I have this same issue... I thought it was a mod causing the problem so I spent days removing and reinstalling mods. and every time I thought I had found the culprit the problem would come back. eventually I decided it was not a specific mod, but the number of mods. or as you say maybe the number of parts in a category. it only happens inside the VAB or SPH and it does not cause the game to break as far as I can tell. it is running fine, and I can play for hours like this. it is just a hassle to deal with the UI issues in the editor. if it caused by a "single" mod and not the total number of them, then there are a few that do it. as I thought I had found the problem many times just to have it come back. -
another request... can you make your waypoint system compatible with the WP manager mod? so your WP lists are one and the same? then if I set WP with WP manager I can tell your flight computer to then use them. EDIT: hmm sorry for double post I guess the "merge reply" feature is on a timer...
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lol micro biologist.. go finish up the biomass mod for me.... oh and a request... messing with the follow terrain feature now... and it would be nice if the "distance prior" for elevation changes was calculated based on speed. so if moving slow the altitude change would happen mere feet before the hill, while at higher speeds it would happen sooner for safety reasons as it does now. it already does the T/W calc. could then use that to get a response time... then let the user select a slider for what % of the "safty net" to use. lol I want true NOE flight for my small nimble craft.
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right all I am saying is for now just add the controller to the parts he makes. let the users define the resource and such then in the future if there is a better idea what people need or want maybe add the tank setups to the mod. after I figured out the stuff for making the resource setups, I have no problems doing it again for new mods. I can define the resource and all the information about it in the configs, then define my custom tank types for it. the big issue is just getting the "Edit Tanks" button to be on the right click menu. the rest we as users can do and then share to the community as they get made. oh and on this topic. when I was doing the stuff for TAC I found it would be nice if in game there was a "Re-Read" function for the config files. is this possible? or must they only be read at game launch? as it would have made the trial and error bit much easier if I could have done config edit, and just re read them rather than restart the game.
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oh well... no big deal lol that is why I am an engineer IRL. I like to solve problems, so I am not to worried. I will just build with what I have.
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oh USI is a must for me. I use TAC-LS not USI but I do use every other USI mod. they are my must have mods. every thing I use must work with them as I consider them the "Base Game" however I am fine with make the "resource configs" and such on my own like I did for TAC. I just need the mod controller added to the tanks.
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
Bit Fiddler replied to SuicidalInsanity's topic in KSP1 Mod Releases
ok this is maybe a question for KSP in general but what are all the numbers on the reactor telling me? I assume the "thermal efficiency: 81.4%" is telling me I am a bit hot so the reactor is not as efficient, and thus ": 81.38% load" will be pegged at this value and never give us full power? but then there is another number, "Cooling: 99.67%"... (well it is changing but ya)... what is this telling me? And lastly could we get a 1/2 and a 1/4 size reactor? sometimes this one is just overkill on the EC output and the weight is just wasted at that point.- 1,512 replies
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oh and speaking of thrust reversal... I was going to ask this the other day. if our engines support this could you make your mod use it for easier maneuver control? can switch the engine to reverse thrust rather than spin the craft around to slow it down....
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as for other mods to support... every wing, OPT, quiztech, Dr_jet, Mk2/MK3 stockaliake expansion, B9, B9 procedural wings, KAX, LLL, all of USI, kerbal planetary base, pwings, spherical and toroidal tanks pack, universal Storage, SDHI, KW, ... and many others I cant recall off the top of my head, I have them all. lol yes this is why I was hoping for a dynamic method to do it, I use just about every "part mod" out there as I like to be able to build interesting things so the more parts I have to play with the better. I really do not expect you to manually add support for all these mods it is far more effort for you to keep it all up just to make my mod list 100% compatible. if the dynamic system does not work, it would probably be better for me to go to each of the mods in question and ask them to support your mod from their end. lol but you did ask...
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oh hey what is that space plane part pack I have been looking for that for months but cant remember what it is called
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GPOSpeedFuelPump [KSP V1.0.2]
Bit Fiddler replied to Geordiepigeonowner's topic in KSP1 Mod Releases
Does this do "Keep CoM" transfer? and if not could you add it? -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Bit Fiddler replied to bac9's topic in KSP1 Mod Releases
hey thanks found that one... it is the one I was looking for actually I love the MK2 parts...- 4,460 replies
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well not sure it is a bug... it flies like a dream just burns a metric excrements ton of fuel... but my prop design was not working so well.... have to go try it again. ok was just a kerbalmoment I guess... this one works great as well these are great designs as the VTOL fans are EC only they do not use any fuel. so the rear engine produces EC that in turn powers the ducted fans and a few intake air RCS jets for some extra stability control.
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oh it pulses on and off screenie just got it at wrong time https://www.dropbox.com/sh/rx7v18ucz6wjut4/AACbJ4nOG3sc1CjBrNL_wtowa?dl=0
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This one seems to work great
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no just a random vid on youtube I saw... Solid Rocket Boosters: 400.00 HitchHiker Crew Pod: 4000.00 The look on Bob & Bills face: Priceless
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true... but that is what he is working on next... tank masses. or on the other hand they may be alkaline not NiCad...
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you mean like this?
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ah this is the one I was looking for actually. I love the Mk2 and I knew I had a pack of Mk2 stuff that had some in it... thanks a bunch
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no I... I want batteries for the masses.
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