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Skalou

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Everything posted by Skalou

  1. Nice to see this mod' updated! thank you to share it however i don't like the new system ( after a few try it is just constant full thrust during a certain proportion of fuel and then reduce it for a 2nd thrust value ?) it is far less usefull IMO, we can't throttle it up after max Q? an idea of what could be really great: https://www.reddit.com/r/KerbalSpaceProgram/comments/2jwc28/mod_idea_solid_fuel_thrust_profiles/ this and the gameplay integration of your (old) boosteriferous (number of segments/points, price, etc...) and it could be perfect for me. of course it's just a suggest, and you ride your mode as you want.
  2. Quick mute updated for 1.1: youhou!
  3. The air usage is still not fixed in 1.1, still asymetrical flameout that can be corrected by a good order of placement intake air for engine 1>engine1; intake air for engine 2 > engine2;... and so this mod could still be uselefull.
  4. really good mod thank you! some ideas of suggest: add some sliders, </> or -/+ buttons aside the textbox for the speed and altitude, for watching faster what could happen during a flight.
  5. hello, this function is now stock for the 1.1 pre-release.
  6. Hi @NathanKell , it was a really awaited feature for me! by reading the changelog in the Part Modules section we can read: So maybe why not using this same trick for the SRB to know the amount of solide fuel set in the VAB? lets say a booster create a new ressource called "BurntSF" when burning SolidFuel. So at all time you know that BurntSF + available Solid fuel = total of solid fuel set in the VAB, and then use it to define the thrust curve instead, to avoid it starting offset of X frames when a SRB is not full at ignition. i have really hope to see this in stock KSP: https://www.reddit.com/r/KerbalSpaceProgram/comments/2jwc28/mod_idea_solid_fuel_thrust_profiles/ as you stated the mod Engine thrust control allowed this, it's really good for a fixed curve ( for reproduction in RSS for exemple) but it is impossible to tune it in the VAB: this simpler mod however has a nearly perfect gameplay implementation IMO ( just need to define points as above instead of constant thrust segments and show the curve: time/thrust) keep up the good work team!
  7. hi, just to say i tried to install it ( before this thread), by doing this and it works ( i'm a noob so there is maybe mistakes): 1- Unzip the PartTools_AssetBundles.unitypackage in the folder ...\Unity\Editor\Standard Assets ( with the others .unitypackage), now the new package is available when starting a new project, 2- to have the "old style" PartTools, Take the folder partTools inside the PartToolsLegacy.zip and put it your Assets, ...\Unity Projects\New Unity Project- My mod is awesome\Assets
  8. hi, just to say this mod is unavailble on kerbal stuff anymore (closed), are you planning to upload it on spacedock or anywhere else? ( i have the kerbalstuff torrent on my side so it's not a problem for me, but this mod worth it for the community ) Edit: i just saw the mod is also available in github ( not only the source): https://github.com/stevehead/ksp-SimpleOrbitCalculator/releases
  9. with so much fun here i forgot to say what i wanted: In fact it is already possible to limit this kind of crew transfert, this mod prove it:
  10. maybe, but this guy in jet is going really fast to glowing as much red!! and where can i download the wonderful blue big antenna? is it the the relay system? i want it ! an update of the forum emoticons could be great to...
  11. A nice step done! Congratulation. Did someone reproduced it in KSP with RSS? a video?
  12. amazing! Squad has finally integrated a Dv reader!! they granted one of the bigest players wish!
  13. That's pretty hard to judge without knowing how much work is involved in each. If this is a Unity 5 feature and the amount of code involved to get this to work was about five lines for a button handler, then you have your answer. I don't know how much work was involved in each, but perhaps you do! My bet though, is that this didn't cost a lot of effort to code, and that Squad wanted to add some additional “sparkles” to have something “to show.” Because as much as everyone has their mouth full of “I wish they focus on just fixing the bugs,” you can be sure that “the community” as a whole will complain when, after such a long time, the only things implemented in this upgrade are just the Unity 5 upgrade (with perceived but yet unproven stability of the Windows 64 bit client) and some bug fixes. If you don't believe me, compare the Windows calculator in XP and in Vista/8/10. So, as Squad, you want something to show for. And this is one of those somethings. don't know, i have windows 7 , on my side i will far more prefer “I wish they focus on just fixing the bugs” , and if the 1.1 is bugfree, release the rest of the content soon(tm) ! if not what will happen? retire the new features until they are debuged (too late we could have tested it)? take a longer time on beta?
  14. i'm really not fan of this new feature for the 1.1 ( but why not later). i will prefer it only focus on the stricly needed features (wheel and UI) for the migration to U5 to debug it first (and so delay the new heat shield too), wasn't the reason to delay the communication relay?
  15. Yep, it works great, i use it in a trip to laythe ( for the research on the speed of sound) Also, with a fuel line trick it initiates the gravity-turn without using the gimbal! (probably not the most efficient but really fun to make it works)
  16. Hey, in fact this is exactly what i wanted! , so i will switch to SRA
  17. Ok thank you, so i have updated the Module manager patch for the 1.1a .
  18. Nice update! However, CKAN is installing it wrong, so there is a gamedata folder inside: ...Kerbal Space Program\GameData\Porkalike_Rapier\GameData\Porkalike_Rapier\Rapier Also i've updated my patches in consequences: Do you want this rapier becomes stock? Now it's possible with these module manager patches: Instructions: Install the mod Module Manager , Create a .txt file into the "GameData" folder (or any subfolder), Change the extention from .txt to .cfg , Copy/paste the patches you want belows: 1- If you just want the skin from the porkalike for the stock rapier but don't change how it works: 2- Add this one to the 1- if you want the changes provided by the porkalike config to the stock (add an oxydizer gauge in closed cycle mode, increase heat exhaust damage, add gimbal tweaks): 3- This one disable the porkalike part to keep only the stock (without deleting anything physicaly): It could be great if you can recompile an updated version with the "smokepoint" renamed in "smokePoint" ,etc.. to match the stock parts, so it will be easier for other mods (like real plume,...) to use it.
  19. honestly i don't even know if they could, but they won't or on my side i won't give them anymore the new versions of the mods, and if they can make money for them and for mod autors, i find it a good deal.
  20. I don't know what you are trying to prove but your search seems really bad.
  21. I think we don't have the same link to the official website:
  22. oh thank's i missunderstood : i've read "engine first" Direct Reentry from Duna with a MK1 cockpit (low max temperature), i needed to keep 90° +/-5° to don't explode it. So is there a visual effect in game pr a mod that show when a part generate a detached shock cone instead of an attached one? or a way to know it (by looking the heat flux maybe)?
  23. Nices explanations, amazing that you modeled it! I want an example of this kind of reentry! But a fews questions remains (after reading the wikipedia: Bow shock ): -can we have an idea of the shape of the shock cone, how can we detect it in game? it takes care of the shape of the parts, mach number or other things? ( i understand yes by reading your post but i'm not so sure to well understand) maybe a drawing to better understand the differents situations?
  24. I was feeling alone too, kerbal.Curseforge works great for me, NO ads (even with all the adblockers removed), NO download timer or gold subscription or anything else, and best of all not at the mercy of only one guy's humor of the day. however i'm not against a few ads if it can improve the services and remunarate the modders or even squad (and hope they will put more effort into KSP because it worth it), it will be a win /win deal: i have better mod, they make a bit of money. So i don't understand all the criticisms, what is was better on kerbal stuff?
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