Jump to content

Friend Bear

Members
  • Posts

    288
  • Joined

  • Last visited

Posts posted by Friend Bear

  1. I tried seeing if this was already discussed, so if I missed it I apologize.

    I realize mods are per developer. I understand all underlying considerations.

    Question is simple...

    How long does it usually take for mods to update to the next level? Everything from B9 (with many users) to Remote Tech (with fewer users).

  2. This may be completely useless, and maybe it is already possible, but I originally thought control from here meant you control that craft from the present view - without switching crafts with bracket.

    What if this were possible? The view doesn't change, but the nav-ball and everything realigns with the selected craft. Might be useless since switching with a bracket is so simple and quick but could help with pulling away satellites and other detached craft.

  3. I have thought of something more like docking area (not docking in the meaning of docking ports :) ) where we could stick/drop menu and they will stay there whatever the zoom/angle are.

    it could be a little square on the top left corner => "pin"

    if clicked: the context menu is sticked to the screen and kept open, we can "iconify" it as we wish (to avoiding hidding things behind it, especially if it's a tall one), remove it (close) or move it elsewhere.

    A similar UI object as messaging introduced with 0.24 (ie recovery messages).

    Not a bad idea. I like the idea of being able to choose how you would like it since it is circumstantial. Sometimes it is wicked convenient to have the menu pop up directly underneath the cursor.

  4. If it is just normal issues with figuring out the construction, what I did was use a cargo bay. You can get B9 Aerospace mod; has lots of good parts; or just wait for the update and fly a smaller shuttle.

    Then, with the attachment point, you can put a docking port inside, either on the inside-front/back, inside-side, or inside-bottom. When you are where you want to be, open the bay then undock. Just connect the two docking rings with a "stack separator" for strength.

    You could also make the mid/front section of the fuselage hollow and apply docking rings within. Do this by making a gap where there is no fuselage. Just use structure and attach it to the outside of the fuselage you want to extend.

  5. I'm sorry, but you might have to be more specific.

    Are you just trying to attach a docking ring radially or on the nose for once it is in orbit?

    If it is what I am thinking, you are having trouble attaching a docking port radially to a plane's fuselage? First, you have to attach this radial attachment point: http://wiki.kerbalspaceprogram.com/wiki/BZ-52_Radial_Attachment_Point

    Then attach the docking port to that.

  6. I see that you can enter educational codes when buying the game?

    It made me flash back to my first 20 hours of game play over 500 hours ago...after the first 5 hours of which I finally got something into space. BY NO MEANS am I saying the game is poorly made or bad in some way. Just saying that in an educational setting, the educators may completely benefit from there being prefixed scenarios, etc., in which they can lesson from, depending on the scenario.

    Simple, pre-made rockets that will surely make it into orbit.

    Orbit adjust scenarios where a rocket needs correction.

    Programmable scenarios where someone can set requirements in building a rocket (e.g. weight, thrust, fuel, part count) that allows choices and individuals to explore the possibilities under the guise of educational limitation.

    Many ideas are already in tutorials, so this isn't far off. And maybe that is enough? But it opens the door to another avenue of consideration.

  7. So just thought about this.

    Are you ever moving head first at high speeds into a cliff and all you have to do is right click your engine to turn it back on, but the camera angle changes! Sure you right clicked the engine, but the button to turn it on drifts further and further away as you chase it down. Finally! You clicked it! But only because the camera doesn't chase the now destroyed craft...

    How about, no matter what the camera is doing, when you right click an action part, such as a parachute, engine, etc., that new window freezes in its initial position so its easy to click the button? You should know what part you clicked on, and if you don't, then how about turning off this function in the settings? Maybe the only time the window should move with the item is: a) when it is toggled off in settings; B) when you are controlling the camera with right click drag?

    You can also consider having it so the camera still does its thing, but the rotation is not based on a central point on the craft. Instead, it is now, temporarily, centered on the clicked part. That way, the menu does not move at all, but the camera rotates accordingly until the menu is clicked off/away. Once the center point is back to the craft, the angle of the camera is still where it last was, but the focus point changes.

  8. Thank you all, your very kind...now i understand.

    It does not come as intuitively at first so I want to mention...Remember you can do things like:

    Keypress 1:

    Turn on jet engine 1

    Turn off rocket 1

    Turn off rocket 2

    (in the case of a SSTO)

    But it is important to mention that an action group is universal. If you say to a satellite you built that "1" makes the solar panels extend, then you install that satellite in a shuttle where you have already programmed the shuttle's "1" action group to turn off all engines, pressing "1" will both extend the satellite solar panels AND turn off the engines. (while separated, "1" will still do as planned, per craft; the aforementioned is in the instance both craft are as one)

    This happens at any point where the multiple craft combine into one (e.g. docking).

    Just be aware.

  9. Its really bad. I can only play games multitasking now unless I'm enthralled completely...So I run netflix on the other monitor.

    Lol Yeah I love The Tick. Also been on a Star Trek kick...Maybe I should try the newer ones. But they are so soap-opera-y. Definitely need to work on Fawlty Towers again, just too bad Mr. Bean is out, but I guess its hard to get sick of Black Adder.

  10. Ah sorry for the mishap! Someone misinformed me... Updating. I'm a fan of this one

    Not at all! I was mixed up with the "Saturday" Squadcast being held at 5p.m. mountain time on Friday so not too surprising as many people didn't make it as I thought they would. Understandable though since they can really only rely on one time zone for announcements for consistency.

    And thanks man! Yours rock, too!

  11. Just wanted to get a correction out there.

    The winner was Friend Bear, the Eighth Samurai, but it was for "A Heat...Who?!"

    Link: http://coub.com/view/3ep4i (sorry, I am not sure how to get the coub to show up in the window, here)

    --------------------------------------------------

    This has been corrected - Thank you!

    --------------------------------------------------

    No worries! It was a way fun competition and lots of good posts for it here, including Aver9eJoes's' and all those named above! -

    Link: http://coub.com/tags/ksp

    Very appreciative for the win, thank you KSP-TV Team and all those who liked my coub! Took a lot of effort. But all of the competitors spent a lot of time and effort on theirs', as well.

    As said, lots of good posts, so lets show everyone the support they deserve!

  12. Not trying to be abrasive, but how can I not inquire as to general release times for updates because of trying to see whether I should wait to start a new game, which would require speculation, but we can run polls and have posts about the expected release date, directly, which also requires speculation (unless a member broke confidentiality)?

    Just want a better understanding of the rules so I'm sorry if I seem too direct.

  13. LFO? I'm guessing that's somthgin I've not researched yet. At the moment I've just got jet fuel in the engine pods and rocket fuel/oxidiser in the centre tanks

    Unless its an atmo. only jet, I just make all tanks liquid/oxy. You don't use any liquid in the jets, really, so there is a little extra for the rocket. Plus, weight isn't hugely different.

×
×
  • Create New...