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Blarggnugget

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Everything posted by Blarggnugget

  1. perhaps you could keep the main throttle but add an ability to designate engines as vertical and horizontal, or maybe lift and propulsion. propulsion/horizontal engines could attempt to max out thrust to the maximum of their ability or rather act like main engines do now where they go as fast as the main throttle will let them. vertical/lift engines could only work while they could provide lift to the craft, so while pointing the nose up those engines would not be active as they would be providing a non-upward propulsion, however, while the nose of the craft is facing forward horizontally the vertical/lift engines would be maintaining altitude based on the current altitude control slider. The pitch based altitude control could be a toggle switch that uses the space of the current altitude control, because while in that mode the normal altitude control would not be necessary. what I mean is the user could switch between types of altitude control. I don't think both at the same time would be useful, or even possible. the toggle button could be located by the altitude control slider you could have max/min angle sliders in the window to control the pitch based altitude control, also a max/min thrust in the same space. i don't know how exactly you would like your layout though, these last lines are just opinions Thanks for your response again. Sorry i did not reply sooner
  2. Thank you Adyx this is indeed what I mean, but when I use Davon TCS, it seems to override TCA in that my craft flips over rather than be smartly controlled as it would be if TCA was in charge. Perhaps I am doing it wrong, but there doesn't seem to be a tutorial on using them together That sounds right, it would be a nice option to have if you find the time or want to implement it. I see, do what you think you must do. thank you for taking the time to read my lengthy proposal
  3. First, this is the best mod I've seen for controlling my horribly balanced craft. I LOVE this mod; it is so great. I am many steps closer to developing my flying fortress/ giant exploration ship. might i suggest a few options? Davon throttle control systems is a mod similar to this, but it handles awkwardly, is difficult to use and seems (to me) very bad at balancing the engines of my vessel. i read the faq and still my ship lifts off and fly's, usually backwards, to its death. however it brings up some very cool and interesting mechanics. one is auxiliary throttles that control engines bound to those throttles. this is mostly unnecessary in your mod with the vertical control system, but my point is this: I need to control certain engines very differently from my main forward engines. while i can set those engines to manual control, if i throttle down because i want to slow my craft or hover in place, my upward engines no longer have throttle to make them work. so, now i have a ship, slowed down in the forward direction (yay), but now it is falling out of the sky (boo). with this point I bring up the suggestion of a "full control" option. maybe another window pops up out of the main window that lets me control this option. The "full control" option would take, as suggested by the name, full control of the engines assigned to be under it(the option), with an alternate throttle assigned to those engines. the throttle would be set to 100% so the thrust limiters your system works with would have all the thrust it needs to work. the user, then, could control vertical velocity with those engines and still steer with the main engines forward/backward/whatever direction, without worry of falling out of the sky when throttled down. Another suggestion would be pitch based altitude control where pitching up, while this option is active, would cause the upward engines to increase in power and attempt to make the craft ascend. this would also affect pitching down where doing so would not propel the craft down but decrease the thrust so the craft descended in a slower controlled manner. another addition to this option would be max pitch control, if you so choose to add, and max ascent/descent velocity control where when the user pitches up the maximum upward velocity that can be achieved is set, and anywhere within the min/max pitch that the user can rotate is a gradient of the max upward/downward velocity. For example the max pitch is set to 20 degrees and the minimum is set to -20 degrees and the max vertical velocity is set to 10 m/s and -10 m/s. at 0 degrees (flatly oriented) the vertical velocity attempts to rest at 0. at a 20 degree pitch the vertical velocity rests at 10 m/s. at -20 degrees the velocity rests at -10 m/s. at 10 degrees the vertical velocity goes to 5 m/s because the angle is half of it's max so the velocity is half of its max. That's all, thanks for reading. i hope you implement these abilities. it would make piloting huge hovering vehicles much easier, especially those that must maintain a certain pitch and roll like heli-carriers, so that other vehicles don't fall off. P.S. the multiple instances of the system, I believe, is a good idea. it would make take off and landing on a larger hovering vehicle certainly easier and I believe that my computer could easily handle many instances of it. Ok, thanks again. I look forward to your reply.
  4. can I humbly suggest anti gravity drives? they could consume electricity but only provide enough lift to keep the ship at the level it started at, obviously applying thrust in any direction would move it. just think of the hack gravity cheat, but in part format that consumes vast amounts of electricity. please and thank you
  5. It being overpowered is the fun. if shields are ever implemented, they might not be an insta-kill either, also their blast range would be nice to have in a sparsely populated space fight. just the visuals are awesome too thanks for the reply I always appreciate feedback
  6. First off, I would like to point out that this mod is the most beautiful thing I have seen for KSP; the explosions are beautiful, the mouse guided reticles are beautiful, everything is just magnificent! now that the butt kissing is out of the way, i would like to make a few suggestions, and apologize for the upcoming long read. -first, and most obviously, nukes, or rather the mushroom clouds that accompany them. those are my favorite, please add them. also you may make the scale of explosions vary by integer value, like bigger number means bigger explosion, not just range of destruction, but the graphical scale of the fireball and its particle effects. i might make some suggestions for the large variety of mushroom clouds- you could add a bright yellow (white really) sphere, not unlike the effect for the first phase of the seismic charge, as a shock wave effect that rapidly expands and rapidly fades out. then add your large particle effects that go up and rotate as well as the stock of the mushroom and the explosion effects on the ground and the dust effects that blow out and then come back in, maybe as an afterthought you could even add a condensation ring. you know, like a mushroom cloud! then maybe even a camera rock for more awesomeness. -second, it would be nice to see the ability to select the type of explosion in the config file, for example the laser is nice, but there are laser cannons out there that need bigger explosions on impact than just a bullet hit effect. Also some larger cannons are going to have bigger explosions than others, and certainly I, at least, would want a cannon that shoots the before mentioned nukes. having the ability to scale explosions based on some value in the config file, would be extremely helpful to those who would take it further by making fusion bombs and even antimatter bombs or shells so that a gun can shoot it. -third, and by far the most important point, the ability to change firing modes. for example, say i have some howitzers that shoot 7 rounds a minute. that is by far to long a wait between shells, so i suggest that a sequenced firing mode be added, that way by adding more guns I can increase the firing rate. another not unrelated point i would like to bring up is the fact that some guns are bound solely to a mouse click and not to the "fire" button in the weapons controller, please change this so that i can fire with the fire button. I would like to add that I play with a ps4 controller and have action group 1 set to the right trigger(r2) and my camera mapped to the right stick, by adding "fire" to action group 1, it would help me to shoot with the controller, but as it stands this method does not work. playing with a controller in the right hand and a mouse in the left is not an effective strategy. -fourth, last thing, I promise, some battleship guns would be cool. I mean single gun, double gun, and triple gun turret variants, if possible, within one part config, so that the user can tweak the part to add and subtract guns to and from the turret. not just 16 in. guns either but like 12 in. guns and even 20 in. guns and 30 in. guns like the really big railway guns of WWII... which could shoot nukes by the way! that's it, thanks for your time
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