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captainb

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Everything posted by captainb

  1. There's an option in the settings where you can tweek the aerodynamic force for failure to occur. You could just set it arbitrarily high if you want to "disable" them. I increased my values slightly, b/c it was bugging me that a 5 degree AOA was ripping wings off my spaceplanes. Now it works just fine.
  2. Looks like a fun and most likely disasterous/hilarious challange. Considering I just so happen to have a spaceplane on Minmus right now. I might have to have a go at it tonight. Also, Wanderfound, I'm enjoying your commentary. I don't find it to be over the top.
  3. I landed a spaceplane on Minmus! First time using a spaceplane to land on another celestial body. Fortunately, due to the low gravity, was able to get it down on wheels w/o breaking anything. A shot from orbit:
  4. captainb

    Which one?

    I hadn't thought of that. I guess I was just complaining that even within the C7 Aerospace pack, shapes and thicknesses are not consistant/compatible.
  5. captainb

    Which one?

    Hopefully, Porkjets parts replace the stock wings and control surfaces. I know they were pretty much an afterthought when added originally, but the fact that they looked so terrible kept me from using them much.
  6. Do you have HotRockets installed? This sounds like a HotRockets issue.
  7. I occasionally use action groups for time sensitive items like parachute deployment and also to control inaccessible parts during flight. If the part is hidden behind a fairing or sandwitched between several large fuel tanks, its almost impossible to check its status (ie SAS torque ON or OFF) during flight. An easy fix would be to add an onscreen message, similar to the "transmitting data [80%]..." science messages, to let me know what I just did with my action key. Maybe something like "R.A.P.I.E.R. engine mode switched to AIR BREATHING" for instance.
  8. Thanks EdFred! That was pretty stupid of me. I wish there was an IVA view...
  9. Hopefully I didn't duplicate a post covered elsewhere. I just launched a science lab for a mission, it's crewed (right-clicking says operational) but I don't see how to EVA my kerbals from it. Help!
  10. I agree with this. I'm pretty sure this will be implemented once the Mission Control Building becomes more refined, Just like we now have two tabs in the R&D facility.
  11. I really like the idea of the science lab, I just think it needs to be better implemented. If it generated its own science or played a prominent role in certain lucrative contracts, that would be reason enough for me to go to the trouble of hefting it into orbit.
  12. I would prefer the lab slowly accumulate science over time. Of course, it would need to be continuously crewed and in an interesting location such in orbit around a planet/moon. Put a cap on the allowable science accumulation depending on the planet/moon it was orbiting. A lab orbiting Duna would have a much higher cap than one orbiting Minmus, etc. This would avoid the issue of science spamming and provide a reason to have multi-Kerbal missions to other planets. Combining with life support mods would add an interesting game dynamic, where you would be concerned about the longevity of missions, rather simply how many science instruments you can stick on the ship.
  13. Kyle and Winston, thanks for the awesome rocket pack! I am really enjoying building a replica Saturn V. However, I have an issue using the Petal Adapter with FAR. It doesn't provide aerodynamic shielding like fairings, and thus pieces of my (supposedly) enclosed lander rip off on the way to orbit. Any one else have this issue?
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