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BudgetHedgehog

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Everything posted by BudgetHedgehog

  1. Once you reach 80m/s, turn off SAS and pitch over 5 degrees in the orientation you want. Then you wait until your AP is where you want it. Well, that's the instructions, actually doing it is very difficult. Pitch control can be done with engine throttle, but unless your rocket is designed right, it'll be almost impossible. I've managed it once, but usually, I do need to make small adjustments.
  2. Done. Excellent work, by the way. If I was to install a random failures mod, it'd be this one. It's very well thought out and sleekly designed. EDIT: Oh and add Insight (from L-Tech) to the non leaky list. Kerbals gradually losing intelligence doesn't seem right The model rockets and clipboards from L-Tech are fair game though.
  3. So yeah, regarding pre-emptive fixing (or general maintenance), as I mentioned, things that are below the set threshold aren't listed (if things that are 70% likely to break are listed, then things that are 69% likely to break have pretty much the same likelihood, but won't be shown) and you might not have enough parts or time to fix things to your satisfaction.Another way to deal with stopping it from being OP is the vessel scan could come from a specific part. And, as is the point of this mod, parts can fail... see what I mean? It could give false readings, basically. It's all very well having a light tell you if an engine is failing in real life, but if the light fails...
  4. Hey, I thought I'd add to your list of things that shouldn't ideally leak. I don't particularly fancy using this mod (I'll explain at the end) but hey, though I'd help anyway - leakages of 'waste' things. While having a leak in your biological waste tank could be believable, it also helps the player in emptying that resource for you - why fix the leak if it just means you'll have to deal with emptying it later? This includes - Waste from TAC, IonCross etc - KSP Interstellar - WasteHeat, DepletedFuel - KSP Interstellar - the following don't make a lot of sense to be able to leak: Atmosphere, OxygenatedAtmosphere, VacuumPlasma, ThermalPower, Megajoules and IntakeAtm - Near Future's DepletedUranium That's all I can think of. Now why I wouldn't be using this mod: because of the unpredictability. I don't want to be preparing for a suicide burn or biome hopping or whatever and have the throttle stuck open or closed. So if it's possible, how about a 'vessel scan' thing - basically, it gives a readout of the things most likely to break in the next few hours/days whatever (like, things that have over a 70% of breaking) so preventative action can be taken. I mean, if you don't look after a car, it'll break down - you can fix problems when they arise, but the best thing is to service it every year. So if something has an 80% chance of breaking soon, I can go out and lubricate it if it should be moving, or tape it down if it shouldn't. Same actions, but they won't catch you out if you're preparing to do something important. I don't think this would ruin the mod because A, things under a certain % failure aren't listed so they still might fail and B, you might only have enough spare parts/time to fix a certain amount of things. That's my thoughts, at least.
  5. They certainly are. No different to using the JSI camera. I don't know how stable the latest version is but I've basically only been using those cameras because of how clunky the JSI one is. EDIT: The only problem I've noticed is that the booster cam (the two way one), when installed alongside RPM, has one of the cameras deactivated so it's really no different to the aerocam. But yeah, they're vastly more aerodynamic and varied than the standard RPM cam. Still no decent forward facing one though, which I think is what you're after (me too, in fact).
  6. I'm guessing you copied across the FAR config as well, despite not having FAR installed, right? Delete that and they'll work.
  7. I stand corrected.. Turns out the creator of the pod knows more about the buttons than I do, who'd have thunk it?
  8. We already have that - Alt+F5/F9. And the main menu loads the persistent. And from there you can either quickload your quicksave or Alt+F9 any save (quick or otherwise) you want.
  9. An excellent point and one I hadn't considered - using the interstages would indeed shield the engine. Without that NoAutoShroud option or TweakableEverything installed though, you'll get the normal fairing too.
  10. Heat: I believe this is the same as the engine overheat bar in normal view. Will light up if an engine is overheating. ASC/DES: ASC will light up if you are gaining altitude, DES will light up if you are losing it. RESERVES lock button: Does the same thing as clicking the little arrow on a fuel tanks right click menu. In this case it globally blocks access to all resources on the ship (or possibly just fuel, I'm not sure).
  11. Also, from Taverius' signature: One day the bug that makes all planes turn to one side will be fixed (7 15 months and counting)
  12. Considering the original IR parts behave in the same way.. I don't know how feasible that would be. They're telescopic piston, they have to have the assembly hidden somewhere. The only way I can see of doing this is to create another part specifically for them - a stack mounted low profile cylinder with cutouts the pistons could retract into. But considering that's just adding a part because you "have difficulty ignoring those kind of things", personally, I'd suggest clipping them into the fuel tank (though from memory, they don't even require clipping to be on) and removing enough fuel to compensate. Just over half should do it, I think.. enough to say 'yep, there's enough space in there to house the retracted pistons'.
  13. Add the KAS grab module to the strips and take a boat load up. Spend an afternoon attaching them all over the place to your hearts content!
  14. All the buttons and lights... any particular ones, or shall I list the function of every single button and light visible in the capsule? Bear in mind that'll be quite a large list...
  15. I just re-read the comment I quoted and yes, you're right, it was on about a different type of heat dissipation. Granted, same principle (delta between core temperature and radiator surface temperature), but different enough. As surface area increases, so too does heat dissipation so I think it wouldn't be unrealistic to scale up electrical dissipation with size. Basically, ignore what I previously said, I'm pretty much entirely wrong Sorry.
  16. As noticed with (I think) Intersteller radiators, heat/electrical dissipation does not scale with size.
  17. I made a Recogniser from TRON: Legacy. (Well, I made it yesterday, but I made the video today)
  18. On FS, did you use flaps? Spoilers? Anything to increase drag at all? If you did, did you do the same in KSP? I have actually landed a Grob G-115 in real life and can tell you, without the proper parts like flaps etc, flaring would take ages and not bleed off a significant amount of speed. I've found atmospheric drag to be very realistic, in fact - take off and climb requires full throttle but cruising can be done on half or less - considering spaceplanes are designed to be slippery as hell, they don't need a lot to keep going. I've no doubt that if one were to make a Piper in KSP, with all flaps and spoilers set up correctly, it wouldn't be an issue. But this is really a question about FAR, not KWR, so if you'd like to discuss this further, perhaps consider moving to its thread
  19. To be honest with you, I'd prefer for all those little extras to be optional/an addon for this with a possibility to toggle the options on/off in flights. I think having them as indicator lights (resources of the part they're attached to or something) would be really cool, but at the same time, sometimes, I'd just want little thin strips of glow so I can look awesome. Glad you like the Rekogniser! It wouldn't have been possible without this mod, that's for sure! I'm surprised something like this took so long to be thought of. As for getting this popular, when I posted the first pictures on reddit, within about 8 hours, I had nearly 1000 upvotes - I did make sure to link and name this mod in the comments, too. And I put the craft up for downloading so if people want it, they'll have to get this mod Don't mind what you decide to do for the next update, but if I'm making light cycles, I'll need suitable parts..
  20. I brought that up with ferram a while back - FAR will create drag on engines, fairing or not. This is because the automatic engine fairings aren't really a part and they don't have a cfg for FAR to search through for the word 'fairing' in order to shield its contents I.e. the engine. If it helps, think of the drag being applied to the fairing, not the engine. Edit: also, the drag model isn't smart enough to calculate complex shapes like engines, it just sees a cylinder.
  21. Most games auto-overwrite auto saves during progress nowadays. You can manually load any savefile you have from the ALT+F9 menu (and manually save with ALT+F5).
  22. I think I'd like actual proper taxiways before this though. It sucks going off-road when taxiing back after landing on the runway.
  23. Well, unless the info was displayed permanently (which is the case with VOID and some mods), you'd have to click a button to find out anyway. And I think of it more as when not doing Science, the kerbals are just taking in the view - then you tell them to actually do things which lets you know. Robau's Science Revisted mod swaps the crew and EVA reports so EVA can only be done globally (lowOverMinmus, for example) and the Crew Report can be done in orbit per biome. Binding that to an Action Group (as I do with all Science experiments) greatly reduces the click-count to 0 to find out what biome you're over (but it is just one key press and you have to click the box to make it go away again, but still). Makes more sense than the 'get-out-and-stare-at-ladder' thing - not to mention in 0.23, doing that erased manoeuvre nodes. Very glad that's fixed. While it's not a permanent display, which is what I think you're after, it is a step closer. To be honest, I do agree with you in principle. It would be nice to at least know when the current biome has changed to an unexplored one (a la Science Alert) - the kerbals see the difference in the surroundings or whatever handwave you want to justify that - then your report would be like 'reporting in from the place near the top of the planet that we're just seeing for the first time Poles'. I wouldn't a permanent display though - half the fun in exploring the places is seeing the biome names when I get there. If I was discovering biomes for the first time, I think it'd suck the fun out of it a bit to permanently know what biome I'm over as I'm going to be getting out and Sciencing anyway. I'd just want to know when new Science can be done.
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