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ultrasquid

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Everything posted by ultrasquid

  1. Do you know if that tool is still available and where to get it. Seems like it would be especially useful about now.
  2. With the impending release of KSP 0.24 with "First Contract", the price of parts now becomes an important element of gameplay. Many add-ons have up to this point used placeholder values for the price of their parts. These will need to be updated. But how do you determine an appropriate price for your parts? That's what I started this thread to discuss. There should be some relationship between the attributes of a part and its price. A fuel tank, for example, one can calculate its weight and size based on its capacity. Another fuel tank of the same capacity but of greater strength and/or lighter weight must be using more advanced materials, therefore the second tank would have a higher price, and also appear at a later node on the technology tree. A lighter tank would have the benefit of reduced deltaV consumption to move it, so that might be a worthwhile cost offset, especially if fuel expense is ever added to the game. That's just one example. What are your thoughts?
  3. The ullage booster and escape towers included with NovaPunch have essentially the same functionality as these parts, but it comes with a huge assortment of other things you may or may not want. Not saying this was a bad mod, but just that there are other things that'll do the same job and are still available.
  4. Try an SAS module. The ring shaped ones from NovaPunch are especially powerful, but a stock unit or one of the ones from Firespitter might be enough for your purpose.
  5. I just downloaded EternaRest yesterday from Curseforge and it worked fine. Is that where you tried to get it from?
  6. These are some of the best parts to come along in a long time, but about that "0.625/1.25/0.625" adapter: I'd been hoping for something sort of backwards of that, for attaching a 1.25 cockpit module to a Mk 2 airframe with integrated jet air intakes. I know you already have some with underslung intakes, but I was thinking side-by-side, like on many fighter jets including this F-35:
  7. These are some beautiful parts! I hope they can be made ready for 0.23.5 and beyond
  8. There is a grid fin similar to those in the video included with the Kerbonov Kn-2 pack by Sam Hall. They don't retract, but an Infernal Robotics hinge ought to be able to rig that up if you want it.
  9. It wouldn't be impossible to pack multiple textures the way some Firespitter parts do, but they'll have to be smaller to prevent memory choking. I know progress is being done in the Development section, but what with the Spaceport being replaced and this valuable kit still being on Dropbox I felt it was worth a bump.
  10. I'm so glad I found this! The old Coffee Industries Release thread was so deeply buried it took a while to find even using Search.
  11. I think that one has been broken since MechJeb2 came out, but I could be mistaken. It would be nice to have more case options than the gray box and the full-featured automated lander.
  12. This is unfortunate. I do hope Sam Hall comes back to this. It was a good bunch of parts.
  13. After building the float struts, try attaching the float wheels to your floats individually, without using symmetry. Since they align to attachment nodes it's only a minor inconvenience. Not sure if that'll solve your problem, though.
  14. I think it's great to have all kinds of real-world rockets to play with, Chinese launchers included. Keep up the good work!
  15. Kind of says it in the title. When we start a new game, we are asked to select a flag for that game, in addition to giving it a name and selecting career or sandbox mode. But it is hard to come up with meaningful names to distinguish between saved games (for me anyway). The visual reminder of the flag would be helpful in selecting among saved games. So, I think adding flag icons to the saved games list would be a good improvement, using something we already have in a new way to make it better.
  16. I remember some of these parts from a pack you had on the Something Awful forums long ago. Thank you for bringing them back and revising them.
  17. I've had significant problems with crashing or stalling during loading with 2-13 Aggressive too. I downgraded back to 2-12 Aggresive and the problems resolved. I'm in a very tight memory situation, so the less effective compression with 2-13 is definitely an issue.
  18. I've had that lateral drift problem with just about any aircraft rolling on the runway whether driven by propellor, jet, or rocket. It seems to be nearly impossible to set landing gear with perfect symmetry, and that subtle deviation is enough to make a plane track off-center.
  19. Just to fill in the early history of aviation, we need an ultralight airplane of some kind. It could be like the Wright brothers' original flyer, or the more modern hang-glider with a fan and a chair, or some combination thereof that's just barely enough to get a nearly naked kerbal off of the ground in sustained controlled flight. Then, between this and the other airplane mods and stock parts there'd be enough to really have a special aviation evolution tech tree. I tried building one already with TreeEdit.dll but I couldn't make that work. I'll keep at it though.
  20. I tried installing the parts pack again and now KSP crashes during loading. I remove the Coffee Industries folder and it starts just fine. I'll try to track down the offending part in a day or two. I need to sleep now.
  21. I tried building an approximation using stock, Firespitter, and B9 parts, and I was able to cobble together something that looks a little bit like the Catalina, but it wouldn't fly, even when powered by 2 huge Lancaster engines. Any time it started to lift it took a tumble to either side of the runway. Finding a part for that wing attachment mast proved difficult. I settled on a 4m railing from B9, but I don't think that is good enough.
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