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ultrasquid

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Everything posted by ultrasquid

  1. Keep up the good work! There can never be too many aviation parts, but keep aware of the similar mods that are already out there so you don't waste your time with too much duplication.
  2. So far this has shown me that ActiveTextureManagement and MechJeb are constantly throwing exceptions, and those are a couple mods that I just can't live without. I doubt that explains the weirdness that's been happening lately, though. I mean, decouplers constantly puffing smoke (even in the VAB) and rockets leaving their command modules behind, floating over the launchpad. What could that be?
  3. If it's not too much trouble, would you consider adding progressive tech tree access, similar to what Procedural Fairings does, making different size limits available at different tech tree nodes? In an effort to reduce my memory usage, I'm trying to replace as many stock parts with procedurals as possible, but the B9 wings turn up so late in the tech progression that I may have to bring back the stock wings.
  4. My KSP install has become pretty crashtastic. Thank you for a tool that might help me find the offending mods.
  5. Seems to have something to do with propeller engines and going too far north (and not very far north, less than 200 km from KSC). I also tried it with a prop from KAX and it still exploded. Then I built the plane with a stock jet and it didn't explode. Well, not until I crashed it.
  6. I remember mentioning quite a while back that the biplane parts ought to be relatively fragile, given their light weight and high lift rating. Was that actually implemented? Because I had a plane hit a speed of about 140 m/s and it exploded. Just wondering if the biplane wings were to blame.
  7. For these sounding rockets, prop them up with the included sticks to aim them in the direction and angle you want them to go.
  8. I'm having an odd problem. Radially attached FS wings and winglets have been falling off when spawning on the runway and sinking through the ground until they explode. using the Translate gadget to push the parts together slightly seems to prevent this from happening, but it's weird nonetheless.
  9. Oy, I'm having a dog of a time trying to parse the basic contract syntax. Keeping at it, though. @Kalecgros Those are some great ideas you have there. For now I'd just be happy to prove that you can score points by touching locations. After that it should just be cosmetics. But as for secret parts, that's a whole other deal. Modeling and configuring that I'm not concentrating on now; but my first thoughts are along the lines of dark, organic looking Giger-esque parts, like those seen in Alien and Prometheus. Of course, that's subject to change.
  10. I've considered doing an all stock + procedural install as a memory saving measure, and a mod like this would certainly have a place in it, but what I'd need even more would be procedural adaptors for the non-circular fuselage types, both from stock and popular mods.
  11. I built a craft not quite as weird as Logan's but I think it's pretty interesting nonetheless. There were a couple other mods helping out.
  12. It would be really swell if you could revive your various rover wheels. There is sadly little variety among the ones that work in v0.90 right now. As far as new parts, perhaps something creepy-organic inspired by the ship in Prometheus, with bits of Vorlon or Zentraedi or other really alien designs. The high-tech, quasi realistic look has been done to death, not that there's anything wrong with that.
  13. Under v0.90 I've found the RF control surfaces with built-in airbrakes tend to flip around spontaneously in flight. It doesn't seem to affect handling but it sure looks weird.
  14. The only issue I've had in 0.90 is that the Onion capsule exhibits expanding part syndrome in the parts catalog.
  15. There's the rub. My C# skill is zero. I'm no programmer. I'll have to find some assistance if it comes down to more than tweaking some .cfg files.
  16. Random scatters would be a good short-term solution, but I'd like to place points specifically too, such as running up the stairwell of the VAB. Your proposed enhancements would be very useful. Also I'd like to replace the waypoint icon with an arbitrary part model, so it becomes more of a coin-like object. I've started a thread about this in the general add-on forum called Koins!. It's mostly a thought exercise at this point but I hope to make it happen someday.
  17. Thanks, that's very much how I feel about it too. I'm also thinking about things like alien artifacts that could be collected to open secret branches of the tech tree that reveal bizarre new parts, but that's for much later. First thing is just to see if I can make the basic idea work.
  18. After doing some research into existing mods and a bit of thought, contract mission waypoints are a form of "red beans" already supported in the game. By using Contract Configurator and In-Flight Waypoints I should be able to build at least a crude proof-of-concept.
  19. It would involve placing a very dense arrangement of about 100 waypoints, I'd figure, just a few meters apart from eachother. I have no idea how hard that would be to implement but I'll give it a shot.
  20. I've been trying to think of a way to do treasure collecting type games in KSP, with a mechanic somewhat like Pac-Man, and between this and your other mod In-Flight waypoints I think I may just be able to do it.
  21. If somebody would rather stand around while their lander crashes into the Mun, that's their business. That's why the red beans have low value. I don't want to take away from the main focus of the game. Just give a fun mini-game aspect to exploring all these open worlds. Besides, resources are not necessarily limited. There is all the liquid fuel and oxidizer we could ever need so long as the tanks are paid for. Anyway, I'm tired of arguing the merits of the idea. I seek guidance on how to actually make it happen.
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