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bdito
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Everything posted by bdito
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[1.2] NavHud - a NavBall inspired Heads Up Display - 1.3.3
bdito replied to Ninenium's topic in KSP1 Mod Releases
I second this. Great mod. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
bdito replied to Arsonide's topic in KSP1 Mod Releases
Thanks for the link. Pretty cool mod. Unfortunately it doesn't show any of the mission markers on it. It shows everything else though. It works for both ground and air navigation markers. It's just a visual indicator so it won't interact with maneuver nodes. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
bdito replied to Arsonide's topic in KSP1 Mod Releases
I know, I do that. The problem is it doesn't give you any kind of distance reference until it starts flashing and at that point its too late to land. Another thing is if you're going EVA you can't see the navball and have no idea where the marker is in the event of going past the scan area. I guess another option would be for the Dev's to make the markers targets, similar to targeting another craft or Kerbin stranded in space. Then you could see the distance when your mouse hovers over the target. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
bdito replied to Arsonide's topic in KSP1 Mod Releases
Hey Arsonide, I have a suggestion. Would it be possible to put the waypoint markers in flight view as well as in map view? It would make finding the landing location for some of the ground based scans far easier to find. As of now I'm constantly switching between flight and map view to see how close I am and when/where I should land. As a result I end up under or overshooting the location by quite a bit. -
I'm not sure how the Unity system works in regards to memory management but wouldn't having higher detailed textures increase the memory usage and slow the game down, especially with a lot of mods? If that's the case you would definitely need to balance the tradeoff. Obviously the best outcome would be for Unity to support multithreading and then they could have amazing textures and everything would be smoother and lag-free but we know that's very unlikely.
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Yeah, It's written in the Beta Than Ever FAQ here (about half way down): http://forum.kerbalspaceprogram.com/content/323-The-KSP-Beta-Than-Ever-FAQ What happened to the barn? The barn tier of buildings were initially introduced to the community as the first tier of buildings that would be encountered in Beta Than Ever. However, both the community and the KSP team both agreed that more work needed to be done on them, so a decision was made to leave that tier out of this update. The status of the barn is currently unknown, but will be touched on internally once development on the next update has begun.
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Boosters: RT-10 beats BACC in every way?
bdito replied to Riph's topic in KSP1 Gameplay Questions and Tutorials
IMO there's no such thing as cheating in a single player sand-box game. Everyone makes their own set of rules and follows them accordingly. -
Ok. I never saw the squadcast. I stand corrected.
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To be fair the devs never said there wouldn't be a SPH or runway. It was just a work in progress sampling. The final version could have had them. Even in their sample pics they had a plane flying around.
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The barn will be coming back. The devs said the textures and models weren't good enough to add to 0.90. They'll be updating them and adding them to a later release. EDIT: I just read that the future of the Barn is currently unknown but the devs will be looking into it when they start developing the next releases.
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Boosters: RT-10 beats BACC in every way?
bdito replied to Riph's topic in KSP1 Gameplay Questions and Tutorials
Well, it all depends on what you're design is. You might want one BACC instead of two RT-10's if you want a lower TWR. It also depends if you're using FAR or NEAR. With FAR you don't generally want to build outwards too much and having a large TWR can cause flight stability issues. -
Basic airplanes (career mode)
bdito replied to bigbangnet's topic in KSP1 Gameplay Questions and Tutorials
Until you have the jet engine it's a futile effort. Rocket engines have far too little ISP and guzzle fuel like there's no tomorrow. Even then you're better off building planes when you've unlocked the landing gear too. Without the landing gear unlocked I made a very basic jet with parachutes and a decoupler that jetisoned the rest of the plane since I couldn't land without destroying the thing. I also had to launch it vertically. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
bdito replied to Arsonide's topic in KSP1 Mod Releases
No Arsonide, THANK YOU !!!! -
This is why I keep getting turned off of KSP.
bdito replied to moeburn's topic in KSP1 Gameplay Questions and Tutorials
That was very frustrating for all of us. Thankfully it was fixed in version 0.25 and 0.90 will make construction even easier. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
bdito replied to Arsonide's topic in KSP1 Mod Releases
Arsonide can confirm this, but I don't think he has anything to do with the part testing missions. Those are stock missions not Fine Print missions. -
Ways to convince people that the Moon landings were real
bdito replied to SmartS=true's topic in The Lounge
Why even bother? You can't convince an idiot that they're an idiot. No matter what you tell them or show them they'll never agree with you since they have an explanation for everything. It's not just the moon landings, it's everything from religion to global warming to 911 conspiracies. Just let them be because you're the only one that will get upset about it. One of my favourite sayings is "Never underestimate the stupidity of mankind". -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
bdito replied to bac9's topic in KSP1 Mod Releases
Thanks. I knew they adjusted the jet engines but I had no idea what their new limitations were.- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
bdito replied to bac9's topic in KSP1 Mod Releases
I'm not sure if this is a bug or a designed element but whenever I'm flying a plane with the turbojet engine it's speed maxes out at ~1080 m/s (just under mach 3.5). In the stock game I can easily get the plane up to 1600+ m/s. Is this a known issue?- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
bdito replied to bac9's topic in KSP1 Mod Releases
You have to go to the structures tab in the VAB/SPH, then pick the 'universal' part of your choosing, place it on your vessel, then right click on it. There will be a button that will allow you to cycle through the different fuel types (Liquid, Mono, L+O).- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
bdito replied to bac9's topic in KSP1 Mod Releases
I just want to say this mod is awesome. So many features are a huge improvement on stock. Well done bac9 and everyone else.- 4,460 replies
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My suggestion would be to add parachutes and landing legs. It'll save you a bunch of delta v and make landings far easier. How high is your orbit when you click the autoland button? If you're too high it will give you a very steep reentry angle which will need a lot of delta V. You should preferably be in a 100km orbit which will put you on a shallower angle and use a lot of aerobraking. But if you have parachutes and landing gear you can survive a much steeper angle.
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[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
bdito replied to Arsonide's topic in KSP1 Mod Releases
Thanks. It's looking pretty cool and it'll be a great addition to stock. Well done Arsonide! -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
bdito replied to Arsonide's topic in KSP1 Mod Releases
Now you've got me really curious with that teaser. What do the icons mean? Why are they green, red and orange? -
Question on intakes and their parameters
bdito replied to LordFjord's topic in KSP1 C# Plugin Development Help and Support
It would be so much easier if they just gave a CFM value for each intake.