DanTheGamer11
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KSP2 Release Notes
Everything posted by DanTheGamer11
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Kerbal Space Program 1.4.3 and Making History 1.2 is live!
DanTheGamer11 replied to UomoCapra's topic in 2018
Filling the command seat from VAB would go nice with new deploy parachute from the seat option :( -
The Grand KSP 1.0.5 Discussion Thread!
DanTheGamer11 replied to KasperVld's topic in KSP1 Discussion
Hmm infinite fuel doesn't affect air intake to air breathing engines any more -
The Grand KSP 1.0.5 Discussion Thread!
DanTheGamer11 replied to KasperVld's topic in KSP1 Discussion
Is the IntakeAir number supposed to be maxed/near even though the intake flow is dropping to near 0 and the engines are flamed out? -
The Grand KSP 1.0.5 Discussion Thread!
DanTheGamer11 replied to KasperVld's topic in KSP1 Discussion
Hmm if you transfer the pilot of the Velociteze to the MK1 crew cabin you can't go IVA and when you press the button for it it locks up the camera and stuff, you need to go to the map and exit it to reset, and when you transfer the pilot back to the MK1 cockpit the facecam doesn't reappear, with pressing the IVA button doing the same as above. Fresh reinstall for the update. Update is good apart from that(it was literally the first thing I done in the updated game ) ^.^ -
Quality of Life improvements list
DanTheGamer11 replied to TothAval's topic in KSP1 Suggestions & Development Discussion
It would be nice if the quick load would remember the camera mode/position, makes reloading a landing frustrating since it defaults to a side view :/ Would also be nice if you could have a button to reset the camera centred behind a space plane(or centre cockpit without reverting to default zoom too), especially for locked view mode. Small but annoying for me. If for some reason that isn't implementable maybe a pause button so you can at least adjust the camera etc before you waste time having to adjust the camera everytime I wonder how useful it would be to be able to pin the info panes that come up when you left click a part, especially with the panes going crazy if a part is moving fast etc -
What Would You Like to See In KSP?
DanTheGamer11 replied to Astrofox's topic in KSP1 Suggestions & Development Discussion
I would like for the micronode part to work properly, can't connect parts that I want together :/ -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
DanTheGamer11 replied to bac9's topic in KSP1 Mod Releases
Oh that's so cool! Hmm seem to be maxing out at 5.65 with the 3 sabre plane I made before DRE. Not sure if KSP is a game for realism- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
DanTheGamer11 replied to bac9's topic in KSP1 Mod Releases
atm I'm at mach 5.2 with DRE and FAR and no problems O.o I only installed DRE now though, do the planes actually melt or explode?- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
DanTheGamer11 replied to bac9's topic in KSP1 Mod Releases
If it's useless then why do space/defense agencies continue research? Do you think that going faster whilst air breathing is a bad thing? Calling people a child doesn't make your point any more valid. I guess if I want "magical engines" I'll just look at real life @K3|Chris , I know the tech is there, but that doesn't mean a product is feasible yet.- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
DanTheGamer11 replied to bac9's topic in KSP1 Mod Releases
Right, but is there a real life example of it the HX part? SCRAMs are somewhat tested and proven too(also real life examples), just needs more research.- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
DanTheGamer11 replied to bac9's topic in KSP1 Mod Releases
Right, but is this in development like SCRAMs or not irl?- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
DanTheGamer11 replied to bac9's topic in KSP1 Mod Releases
Well to be honest I think the HX parts are a tad more far cry than a scram jet But whatever, I didn't know this was space sim and not KSP- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
DanTheGamer11 replied to bac9's topic in KSP1 Mod Releases
Any plans for anything faster than the sabre engines(scram since sabre(ram) is close to m6)? Got to 3.17 and 5.7 with the 2d vectoring engine and the sabre smalls > FAR mod is cool, nothing like Kerbals with no hope- 4,460 replies
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Can't wait for the upped number of plane parts in vanilla I hope there is a short tail in the plans, most other mod packs have a tail structure that's half the length of the plane :/
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
DanTheGamer11 replied to bac9's topic in KSP1 Mod Releases
The description states this: "• The stock drag model is no longer supported. FAR or NEAR are now required. While the parts will function in the stock drag model and are balanced, we won't accept bug reports relating to performance under simulated soup conditions. :^)" I haven't tried the latest version without FAR so I don't know if it works without the mod, I feel like running it without FAR would make dragless planes or something. Am really wanting a structure piece that can terminate the MK2 fuselage cleanly, either a shorter tail piece or something else- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
DanTheGamer11 replied to bac9's topic in KSP1 Mod Releases
Well with 0.24.2 you need to have FAR installed to use the B9 mod pack Today was the first time I used FAR so I didn't know about the changes to parts, I just relied on the info panel of the parts to tell me if they generate lift or not.- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
DanTheGamer11 replied to bac9's topic in KSP1 Mod Releases
Loving the plane parts vs the stale vanilla game, just wish there was a shorter MK2 tail and fuselage end, the wood/fiberglass or whatever doesn't look very robust beside an engine That and wish the panels would have lift- 4,460 replies