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KSP2 Release Notes
Everything posted by CaptainTurbomuffin
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SPH UI improvements, more gadgets to insert into service bays, shuttles! -Center of Lift including the lift of non-wing parts. As we all know now, with the new aero, not only wings, but the fuselage also applies lift. Sadly, the display CoL function has not been updated, and it still only shows the lift of wings. It can cause troubles, as the Blue vector we currently see is incorrect. (Expect for Mk.2 fuselages. they were wings originally, and lift applied by them is displayed.) Image: the lift of those grey things is negligible. The lift of the fuselage however, is not. INCORRECT -Col including flaps If you just want to make a plane with flaps, and you engage the flaps in the editor, to see how the plane will behavie during take-off, nothing happens. The difference should be displayed between these setups: -Be able to line up the camera with the Center of Thrust, or insert a line. If you have ever tried to build a space shuttle, you may know how important it is to make the CoT exactly point towards the CoM. To check it, you had to position the camera into the CoT and see whether he balls are lined up or not. You can't do this perfectly, and it's also tricky. This could be a lot easier if you could have the camera perfectly positioned into the Cot, by pressing a button. But the best would be to be able to insert a line into the vector, so you could exactly see whar it is pointing at. Image: Before Image: after -CoT adjustment in-flight; with a computer. Using that line, you've perfectly lined up the Cot with the CoM in the editor. But during flight, Fuel is being drained, and the CoM moves away. You have to adjust your CoT if you don't want to flip out of control. This was always done by reducing the thrust of your main engine, when you felt that the shuttle wants to flip over. 'Feeling' this is one thing, and slightly reducing the thrust is either not enough, or too much. I suggest a new Command&Control stuff, a stabilizer or balancer computer (that could be placed in service bays ^^). This could be authorized to control the thrust of some engines, and it would limit their thrust, so the total CoT of all engines (including those that are not controlled by this computer) will be pointing exactly towards the CoM. For example, in this shuttle, it would slowly reduce the thrust of the Rhino engine, as fuel is being drained, and my CoT will point towards my CoM, perfectly. This computer would ignore gimbal. So if the CoT is not lined up, because of gimbal, it wouldn't correct that. Better than clicking on the thrust limiter, randomly. -CoT adjustment, with an automatic hinge I have seen several reqests for shuttle-engines, with very high gimbal, for STS-like shuttle desgins, where all engines are in the shuttle itself. My idea is better. You wouldn't recieve very high, op gimbal, but you could use any of your engines with it. A hinge, similar to the previously mentioned computer, but it angles the engines on it, instead of limiting their thrust. (Or maybe it could only be controlled by that computer?) This would also be a lot better than Infernal Robotics Hinges. Because it's automatic, you wouldn't have to pay attention on angling it manually, 'feeling' when the craft would flip over, and corrigating it if you moved it too far, or not enough far back. Also, becaue it's automatic, you couldn't use it for attitude control, so it wouldn't give op gimbal. -Heat exchanger Another radial gadget. You place a pump, and you can determine wich part(s) the pump will cool down. You would also need tanks of <cold heat exchanger fluid, maybe He?> The pump will cool down the part it's connected to, with a limited performance. The more pumps cooling the part, the quicker they will cool it down, the more parts a pump is cooling, the slower they will be cooled. Cooling the parts consumes the cold fluid, and you will get hot fluid instead. If all your cold fluid is used up, the system stops working. (Hot fluid could may be cooled back with radiators?) This could be an alternate to radiators, a much more efficient, safe, but limited. -More nose cones. The current 2.5m nosecone is bad. I suggest an advanced nose cone 2m, with A and B variants. Also, a simple 3m nose cone, and low profile adapter. -More large parts Big-S structural wings, canards, 'Type A wings'; 2m ramjet, RAPIER, Basic jet; 2m intakes. Interstages "Cannot activate engine while stowed" <-- froget this! We could make interstages like these before. Also, could we close fairings anywhere, while having a large, empty hole on top of them, again, to use them as interstages? -Mode hotkeys When setting up action groups, you often have to switch between consruction and action group modes. Hotkeys, please! The age of spaceplanes has come!!
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When working with KSP, I often have to swich to something else, with Alt+Tab. That's buggy as KSP will disappear from your tray, and you can only swich back to it with Alt+Tab again. Unlike other programs, if you switch away from KSP, the game won't be paused, and also the music will remain. That's why I turn off the music in the options. This should be fixed.
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On rails asteroids
CaptainTurbomuffin replied to Layereddiagram's topic in KSP1 Suggestions & Development Discussion
Gilly -
I didn't get it properly. Reputation specific to corporations is one thing, end-game is another. If you have a good reputation, and specific parts are cheaper or better for you, wouldn't that mean that getting science and funds is easier? Than what's this end game doing here? Personally, I would like to recieve torphies for different achievements. Maybe posters or medals in the astronaut complex, that can be earned by exploring different worlds.
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Increased thrust
CaptainTurbomuffin replied to VivsiCanian's topic in KSP1 Suggestions & Development Discussion
Sounds good, but if you instantly get max throttle by pressing Shift, how would you get lower thrust? For example, for landing? That'd be a bit tricky. -
Proper Fairings ASAP
CaptainTurbomuffin replied to GusTurbo's topic in KSP1 Suggestions & Development Discussion
These are all serious issues, but Engines while stowed are even worse. Not only you can't make intestages, it no longer works to put a closed cargo bay around your plane's rocket engines, to act like a fairing and cover them, ruining all my previous planes. -
Modifying parts
CaptainTurbomuffin replied to CaptainTurbomuffin's topic in KSP1 Gameplay Questions and Tutorials
Also, could you help me? I have that: velCurve { key = 0 1 0 0 key = 0.2 0.98 0 0 key = 0.72 1.716 2.433527 2.433527 key = 1.36 3.2 1.986082 1.986082 key = 2.15 4.9 1.452677 1.452677 key = 3 5.8 0.0005786046 0.0005786046 key = 4.5 3 -4.279616 -4.279616 key = 5.5 0 -0.02420209 0 } atmCurve { key = 0 0 0 0 key = 0.045 0.166 4.304647 4.304647 key = 0.16 0.5 0.5779132 0.5779132 key = 0.5 0.6 0.4809403 0.4809403 key = 1 1 1.013946 0 } there are four numbers in each line. What are those numbers determining? -
With the new aerodynamics, the fuselage itself also applies lift, wich is not displayed in the editor. When building a plane with small wings, the lift of the fuselage is major compared to the lift of the wings. However, only the lift applied by the wings is displayed in the Center Of Lift, wich may cause troubles with the plane. The lift applied by wings and Mk.2 parts is displayed. The lift applied by everithyng else should be displayed too.
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Modifying parts
CaptainTurbomuffin replied to CaptainTurbomuffin's topic in KSP1 Gameplay Questions and Tutorials
Of course, I tought I won't do more with the precooler than closing the intake and disabling the fuel in the editor. And not going faster than a limit. I only need help in the velocity and the atmospheric curves, so the new values will be valid, not just displayed in the editor. - - - Updated - - - That's what I wanted to know, thanks. Answeared. -
I am trying to make a mod with the slightly modifyed versions of ssto engines, to simulate this. At each atmospheic and velocity curve, there are four values as seeb below. What are those numbers determining? velCurve { key = 0 1 0 0 key = 0.2 0.98 0 0 key = 0.72 1.716 2.433527 2.433527 key = 1.36 3.2 1.986082 1.986082 key = 2.15 4.9 1.452677 1.452677 key = 3 5.8 0.0005786046 0.0005786046 key = 4.5 3 -4.279616 -4.279616 key = 5.5 0 -0.02420209 0 } atmCurve { key = 0 0 0 0 key = 0.045 0.166 4.304647 4.304647 key = 0.16 0.5 0.5779132 0.5779132 key = 0.5 0.6 0.4809403 0.4809403 key = 1 1 1.013946 0 }
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Forced Node attachment
CaptainTurbomuffin replied to Kilmeister's topic in KSP1 Suggestions & Development Discussion
I have never encountered this problem, but if it's as bad as you say, something should be done. Anyway, if attaching a part to a specified node is so hard, wouldn't selecting the node in your suggested mode be as hard too? -
Communication grid
CaptainTurbomuffin replied to Kaezan's topic in KSP1 Suggestions & Development Discussion
And also, there are similar proe missions -
What you quoted is only describing why it would be a good jet engine: Good thrust, good efficiency. If you have red the main topic, you might also know that by adding precoolers, you could be able to reach higher speeds using the efficient air-breathing mode. I still didn't get the point in that center-of mass issue. As a spaceplane expert, I know how important the balance of CoM and CoL is. By implementing my suggestion, nothing irregular would happen to masses. I totally skipped modifying masses, as they might be the key to balance things.
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Music and ambient sounds
CaptainTurbomuffin replied to Bobe's topic in KSP1 Suggestions & Development Discussion
I turn off all KSP music because you can still hear it, even if you put down the game onto the tray. That should be fixed. Switching onto something else with Alt+Tab should cause the KSP sounds to fade. -
Coloured Parts
CaptainTurbomuffin replied to Sokndolen's topic in KSP1 Suggestions & Development Discussion
How about using colored reflectors? -
Music and ambient sounds
CaptainTurbomuffin replied to Bobe's topic in KSP1 Suggestions & Development Discussion
They are considered as music. -
More difficulty options.
CaptainTurbomuffin replied to Joonatan1998's topic in KSP1 Suggestions & Development Discussion
Forced contracts sound good. Anyway, the hardest difficulity is hard enough for me, I don't need more difficulity. But that's me.