Jump to content

Nitrous Oxide

Members
  • Posts

    244
  • Joined

  • Last visited

Everything posted by Nitrous Oxide

  1. Hopefully they fix it... it's rather odd having a patch of Tundra next to the KSC...
  2. Yeah, but technically you can get the SR payloads in orbit by other means, which was more what I was getting at. IE: how to keep these parts relevant in the transitionary period from sounding rockets to comsat networks, because they're rather cool looking. Stayputnik is more expensive and bigger (longer to build in KCT), so it's easier at the start of the game to build a satellite network using the same cores as the sounding rockets (have 'em built already) but not using exclusively sounding rockets to go orbital. Errr, now that they use ElectricCharge anyways... I was just thinking more than anything. A basic solar panel earlier in the tech tree would be nice is all I'm saying... they could make the parts a bit more versatile into the mid-game (which I guess was never the intention of these, I just like them a lot).
  3. Sweet, now if you were to add a tiny solar panel (not powerful, so that you'll need more than one for a single Communitron 16), this could easily become the best mod for early game satellites (like establishing a rudimentary COMSAT network in RemoteTech)... cheap, light, and early enough in the tech tree that each early game satellite doesn't feel like a waste, while saving your money for the actual manned program. Not to mention how well they work with KCT, being a lot quicker to build and launch than typical stock rockets. Of course, I can already achieve this with TweakScale and existing panels, but it's just a suggestion.
  4. So if I were to install 0.5 from 0.4, can I still use everything as is without KAS and just avoid the new experiment until it works without?
  5. Looks very cool, I have one suggestion judging by the screenshot though, and that looks like the panels are currently set to be symmetrical in groups of 3... I'd love to see quarter panels that work in sets of 2 and 4. Also, are they collapsible?
  6. I'm at odds with this MaxQ implementation... on one hand, it's great to not be able to extend the stock antennas in the atmosphere... but on the other hand, it doesn't implement too well with FAR and other mods... for example in Lack's SXT pack, there is a really aerodynamic antenna based off Sputnik 1, however it breaks just as easily in the atmosphere as the stock antenna (because it literally copies the RT config), despite being more aerodynamic than the default atmospheric antenna in this pack. I propose a better implementation of the MaxQ when FAR is installed (ie let FAR handle it), because arbitrary values in a config file are kind of boring... I mean, it's great for stock where nothing of the sorts happens... but FAR already deals with MaxQ in a much more realistic manner...
  7. Yeah, it seems especially like it's that, since all 4 antennas fall off pretty uniformly... I think the MaxQ is straight up copied from the Communitron 16... which is made to break when extended in the atmosphere... however these antennas neither extend, nor do they have the aerodynamic issue of sticking straight out (they are bent and that metal attachment point looks pretty solid)... so I think the MaxQ should realistically be at least double the stock antenna... (really, the atmospheric constraints RT adds is a whole bunch of artificial difficulty easily negated the second you unlock their atmospheric antenna...). In fact, now that I think about it... these antennas are more aerodynamic than the atmospheric antenna RT gives you...
  8. Hmm, just a question about the Dontstayputnik antennas... I'm trying to launch a really bare-bones satellite (don't have fairings unlocked yet) and the antennas don't like staying attached... I'm trying to figure out if this is because FAR doesn't find my placement aerodynamic enough... or because RemoteTech's MaxQ decides it's time for the antennas to fall off now... and I mean, the antennas look pretty aerodynamic... do you think changing the MaxQ value in the RT config would solve my problems?
  9. So I'm a bit wary of upgrading to the latest version, is all that's required to backup the save is to copy the folder with the same name as the save file?
  10. Seriously, ignore all these wannabe backseat lawyers. You aren't intentionally ripping anyone off, and pretty much everything made for KSP can fall under something called "fair-use". -SNIP-. This whole sub-culture is toxic, release everything under public domain and let people expand on it however they wish. So _Augustus_ put in the effort to make old planets work again (or at least organize a pack for the rest of us). At least we can use them without wiping our saves like PFCE currently does. Quit hating on him, what the hell have the rest of you contributed?
  11. I just drive my rovers with docking mode... works well enough.
  12. I honestly think Principia is going to tear the system to pieces.
  13. So I think Thud's SOI being too large, while a neat idea in practice... doesn't really work in the engine, since you can only be affected by one SOI at a time... anyways this means you can basically pass through Ringle as if it didn't exist since the game likes to throw you in the larger object's SOI (even if your course passes through the planet). Oh, that's if you're lucky... knowing anything about this game, I'd say most of the time, your ship will probably violently disassemble itself as you try in disrepair to land on a now non-existent body. Yeah, it means you have to plan your trips carefully, in theory... but it also means its severely bugged even if you avoid intentionally wandering into the scenario in the first place... I tried adding another moon in between Ringle and Thud for a test run... you literally can never enter it's SOI (HyperEdit instantly puts you in Thud's, on an escape course too!). Haha, cool you might think... a super challenge... Yeah, until you realize that you will just pass through the rock as if it were nothing more than an illusion... KSP unfortunately has limitations, and those should be taken into consideration... I vote tweaking down the gravity to a sane level (still high, just not so high it causes conflicts with other bodies), or moving it out a bit further so the SOI's don't overlap.
  14. EVE doesn't like these dwarf planets... I tried adding a faint glow on Ascension and the sphere is like 1000x the size of the planet... none of the settings make it smaller either...
  15. Right on, I wonder if it might be better to distribute them in packs individually, so that unused textures aren't loading and taking up space and whatnot.
  16. I don't think you should remove anything, because it's structured nicely enough that people can pick and choose which packs they want or don't. I just think you should improve the major ones first (there's gotta be some way to get custom biomes and anomalies). I voted for visual improvements (a Better Atmospheres config would totally rock, would also fix the rings on Sentar and could add some much needed things like a glow of sorts on Oorma and Putto) and basically would like to see things polished up a bit more (like no flavor text that extends outside the textbox for example). A comet tail on Ascension would also be sweet.
  17. I just came across the strangest glitch/bug... landed a test probe on Erin, and even though the Sun was directly behind Sentar, everything was illuminated and I could see the Sun through Sentar (and barely see Sentar at all...)
  18. Welp, looks like my problem is that I have 1.5.0, so I'm going to update that and see how it works. And yeah, Active Texture Management, also using EVE with Better Atmospheres... just not sure what to look for in the log file... although it's littered with this, so I think DOE is my problem right now...
  19. Would like to see a Better Atmospheres config (and maybe PlanetShine as well). I got Erin to look like Laythe does (though slightly less blue and slightly more green, intentionally), and added auroras on Erin and Sentar, but this is intimidating... I think the stock system is almost 4000 lines worth of config... I already only play with Sentar and the Trans-Keptunian systems as is, so I feel like you should add more detail to what exists before adding more planets/stars/moons. Stuff like biomes/anomalies/flavor text, etc... Too many planets is unrealistic anyways, and how am I realistically going to visit them all without HyperEdit? These things are already further than Eeloo, and you keep adding more? Plus a lot of them feel over the top... can we at least base them on *real* space objects like the game tries to do in the first place? Sure the rainbow gas giant super close to the sun looks cool, but from a physics point of view, it literally doesn't fit at all (really though, I guess that planet is all about the cool factor, so I just won't use it ). Oh and on a side note, please keep it easy to change the planet names (no offense, some of them really don't fit *coughHodorcough*)...
  20. Well technically this is a collection of configs and textures for several mods, all of which have been updated or work in 0.90. Those are from this weekend, in my 0.90 save.
  21. Yeah, that's what I was getting at, for those of us who don't use KAS but still like the idea of a space telescope (although now I realize you can also repair them, without the need to replace, is that right?). I like the explosions too, just they happen way too fast... I couldn't even react the first time... haha. (Note to self: don't just switch targets carelessly) I'm just crabby when it comes to mods that you have to use a particular way... kind of defeats the points of a mod... which is to modify a game to your liking... lol. IMO they should be as open as possible for people to customize/tweak as they desire.
  22. Using EVE and ATM is giving me transparent planets. DistantObjectEnhancer flares are still causing problems. Also can you disable the Gyroscope decay? I don't play with KAS and I'm not launching a new service module every 4 days, and it serves as a horribly "balanced" way to make the telescope completely unusable in the regular game (seriously, we already have the tech tree, how about letting us have fun?). The insta-explosion when you get within 10 degrees of the Sun is also not fun and completely pointless because you can just quicksave every goddamn time you move the thing.
  23. I was going to point out some weird behaviour with Sputnik-1's reflections with PlanetShine installed, but seeing as there's an update, I'm going to install that first before I report more... Though it's kind of interesting (in a weird way) to see it turn completely pale blue for a few moments... haha. Edit: yeah, reflections are perfect now.
  24. Installed EVE and Better Atmospheres today (and have other visual mods like Distant Object Enhancer and PlanetShine). I almost wish this game was my screensaver...
×
×
  • Create New...