Jump to content

MinorInconvenience

Members
  • Posts

    89
  • Joined

  • Last visited

Everything posted by MinorInconvenience

  1. Mother of God, BahamutoD, you are truly amazing. Your mods are 100% awesome.
  2. This is "sorta" correct. In fact, by this definition, our Sun is a green star. However, stars are nearly perfect "black bodies"--so they never really look green due to the way black body radiation works. http://en.wikipedia.org/wiki/Black-body_radiation /just a pedantic drive-by post //sorry ///love this mod
  3. I love that the recoil on the GAU-8 is strong enough to push my 22 ton plane backwards on the runway before engaging the engines.
  4. Darn. I should have figured you'd think of that. I'd rather you hadn't thought of it than it being an "engineering problem" so to speak. Anyway, keep up the very cool work. Oh, one other suggestion (and one thing I liked about the otherwise too-complicated-for-me Skillful Weapons mod)--in situ reloading/rearming (via kerbal EVA and/or some form of reloading station).
  5. BahamutoD: This is all so beautiful. I guess I shouldn't be surprised, all of your stuff is awesome. One request/suggestion--the brilliant "Weapon Manager"... anyway it could also control the GAU-8? Then I'd only need to bind two buttons on my joystick for select and fire... Anyway, awesome job!
  6. Use the longer ladder and angle it slightly outwards (not vertical, but gently sloped away from the ship). I don't have a problem when it is set up that way.
  7. I bet this bug is related to the increased physics range. You should try to change it back to 2.5km to see if it still happens.
  8. BahamutoD: Love the mod--and it looks like it works with 64-bit KSP 0.24, which is awesome. However, I have a request/question--is there any way to remap the mouse control to other axis? I use a joystick and would love to remap the aiming commands to the joystick's hat.
  9. The Eagle looks awesome, although I am current addicted to your Skycrane... unfortunately I am also addicted to crashing it. Up to 2km on 1+2 engines (jet and spikes) then up to 10km on 1+3 (jet and nukes), turn 45 deg. and run on 1+3 until the jets give out (restarting as much as possible). Can't make it up into orbit (never have enough to circularize at a decent apoap). Should I be going shallower to gain more speed in the upper atmo like a winged ssto? When I try that, the... interesting stability issues I run accross make that difficult (it gets wobbly and I lose control). Any suggestions from successful Skycrane pilots? Many thanks.
  10. Thanks for the reply. I'm going to try it out tonight.
  11. Rune: That was it. Thanks! Although I feel stupid now that I didn't notice the nav ball was brown instead of blue (might have clued me in to a solution). And I can't wait to see more of your stuff. Keep up the good work.
  12. Rune: I was playing with your Grand Tour files (which are the awesomest thing imaginable) but I seem to be running into a problem. For some reason, the east-west axis when piloting the tanker module are reversed--east is west and west is east. For example, I put the mothership in a standard rotation-assisted orbit (moving towards 90 degress after about 11km height) and then when I go to launch the tanker, I have to boost towards 270 degrees to match the mothership. Any idea why this happens? Any ideas (from anyone) would be appreciated. I looked to see if this was a known KSP bug, but didn't see anything. Help me, forum people, you're my only hope.
  13. Umami: Your craft is truly a thing of beauty. However, I am having a great deal of trouble getting into orbit with it (I am a complete noob, sorry). It seems like I need to have both the rockets and nukes going to get anywhere, but I thought the nuke engines are best for space and not atmo. I didn't see it anywhere, but what is the ascent profile for this baby? When do you activate the various engines. Sorry if this is a stupid question. And anyone else who knows, please feel free to answer. Many thanks.
×
×
  • Create New...