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dtrauma

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Everything posted by dtrauma

  1. Hey nereid, 'tis a cool mod you got there, but of course after saying this I'll immediately turn around and pester you with a few small requests : Can you also support NEAR? Code-wise it's just a stripped down FAR, so it should be somewhat easy... (?) Is there a way (preferably configurable) to still display the gauges when the rest of the UI is disabled with F1? Say, for preeeeetty screenshots with some select information about height, or to make it possible to fly with just some gauges visible for added difficultyfun. I personally would be happier with clustering if it only stuck one row together at a time, not multiple gauges above each other, but I realize that's very subjective. There might be people wanting to arrange them all in a single column, and for them my horizontal clustering would be useless... Anyway it's much more stylish to have a fuel gauge than to constantly peek at that resource button, very nice mod!
  2. I'm afraid I have to agree with other posters here. Something in NEAR is giving me a hard time (flatspins, uncontrollable aircraft) in a way that I never experienced before, neither in stock nor in FAR. I realize that that isn't a very helpful report for you, ferram, but I'm wondering - reentry seems to be particularly finicky now, with a spaceplane of mine (spaceplane plus parts, I wonder if they all work correctly with NEAR?) it seems all but impossible not to lose control, even if all I do is keep the nose in the direction of travel, no maneuvers or anything like that. Are there perhaps some mach effects modelled by FAR that actually help with controlling a plane at high speeds? I can't say that I could directly compare planes between NEAR and FAR, though, as switching crafts and saves between mods isn't a good idea right now and so far I refrained from it - still, after your twentieth plane you have some expectations... I even tried the Aeris 3 and it is very flatspinny in NEAR, too, is this expected? The shape and control surfaces etc. seem reasonable to me, but then, I guess it counts as an imported plane built without the mod so it might be that. Another thing I noticed is that physics warp seems to give strange results while flying (a plane of mine actually went backwards for a short while), where FAR seemed more forgiving than stock. I realize that this warp all just a big hack from the game so I don't really expect you to look into this, I'd just thought I mention it as it, too, involves planes exposed to large drag forces.
  3. Actually, the mesh for the multispectral scanner is buggy in multiple ways - aside from the sometimes not able to click thing Khatarr mentioned, it also attaches too close to surfaces, resulting in collisions when the animation plays. Even when you put it on an octagonal strut so it has a lot of clearance it still tends to fight with itself after you open it once, even if you close it again, applying torque to the whole satellite. You won't notice it much, especially with SAS countering it, but it's definitely there, and god help you if you have a solar panel or something actually in the way, the physics will go nuts and might wreck your whole ship. I'd be very thankful if someone knowledgeable would have a look at it (sadly, I'm no 3D artist). I'm on linux, if it's relevant.
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