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GKSP

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Posts posted by GKSP

  1. The Poodle should only have one bell.  Bringing back the one-bell with the quality and style of the new one would be nice.

    LV-909 needs an option for the legacy gold foil version without needing to use depracated parts.  Yes, the new one looks better for streamlined near-future style, but the old 909 has its own style that I don't like seeing fade into obscurity.

  2. For the EVA Fuel Transfer mod, I added these lines to the part config in order to make it usable with the vanilla inventory system.
    It was copied from the vanilla fuel line.
     

        MODULE
        {
            name = ModuleCargoPart
            stackableQuantity = 4
            packedVolume = 10
        }

    However, I seem to be unable to pick up the transfer line.  Any potential fix?  I don't mind re-writing configs, but I'm not familiar with the structure of them in KSP to figure out a fix on my own.  It only seems to happen after I use the vanilla construction menu.  Before opening it, (using an editor placed part), I was able to pick up the line properly.

  3. On 1/12/2022 at 7:52 PM, siklidkid said:

    Landing cushions, And I also really hope for screen effects and visual effects. Like refraction from hot engines, water effects on the screen and droplets on ships when going through clouds, and also realistic stuff like hot and cold and kerbals being able to freeze in cold environments if there are no radiators in colonies or coolers for colonies on hot planets. Just some ideas i have i really hope get added.

    I have Waterfall and I absolutely love what it does with jet engines!  Hope it's like that in KSP2
    I don't remember exactly which configs I'm using but it looks like this
    https://imgur.com/a/z9qpdqy

  4. On 10/2/2021 at 11:04 AM, Alexsys said:

    This mod sounds perfect for those times where you want to recover a stage that you deorbit from kerbin.

     

    But say, what's the physics range default to KSP?
    For the times I'll be using it, i'll be switching it on when I want to deorbit a part and it not perishing in atmosphere like usual ksp stuff do, but then switching it off.

    What's the default ksp physics range?

    2.4km default

  5. On 9/8/2021 at 5:26 PM, Panical said:

    Umm, I can't put things in the type 35 bomb bays? Here are some images. What am I doing wrong?

    I've had to surface attach missile rails and then attach ordinance to those, and then offset the rails a little into the bay so the wings of the AMRAAMs stick out a minimal amount.  Kinda frustrating since having a mixed 2x JDAM 2x AMRAAM loadout fits better in the inner-outer positions opposite that of real life.

  6. 10 hours ago, Master39 said:

    Well, I'd like the recovered crafts to be simply put in an inventory and kept, you can then scrap them for parts and/or resources or edit them to reload, repair and refuel for the next launch.

    I would love to start name my spaceplanes.

    It would go hand in hand with the colony resource system and shipbuilding and also be used as an early introduction to those mechanics.

    KSP1 simplification works because KSP doesn't have extraplanetary launchpads, resources, parts manufacturing and supply lines, it would start to break apart if your routine heavy cargo seaplane between 2 Laythe colonies ends up every time with the plane sold for scrap metal for some inners money that isn't all that useful all the way out in the Joolian system.

    But surely I wouldn't have put it as "recovery should cost money, period."

    Kind of like the screen that shows up with the money and science counter when you recover a vessel currently, you could be given three options after hitting the main "recover" button instead:

    1. Recover
    This adds all parts to your available stock of parts (you don't need to pay for them in the future if they're in stock)

    2. Store
    This adds the recovered vessel to some sort of storage system

    3. Scrap
    Converts the vessel to funds like current system in KSP1

  7. My (somewhat unorganized) two cents on the topic.

    Whatever Take Two decides to implement, there should only be one stock aero model.  On the dev team, and on the players, that would make everything easier to facilitating development, creation, usability, and sharing of crafts.  That being said, the aero model should not be what's implemented in KSP1.  I've only recently dabbled in FAR, but one of the things that stood out to me was the drag model.  At a minimum, KSP2 should have a more realistic drag model that gets rid of weird exploits and doesn't force you to think about drag in a non-intuitive way.

    An example of what I mean about the drag model:
    When making replicas, there is often the need to clip parts everywhere to get a shape just right or for whatever reason.  Or it could be a customized cargo bay for a spaceship, where parts that should be shielded from drag are experiencing drag.  This causes things like people creating rather OP engines (BDA Saturn) when in reality, instead of extra thrust, there needs to be less drag.  As a side note, I'm pretty sure this is what the node attachment drag thing was meant to fix, but obviously people surface attach things too.

    On the OP engines such as the Saturn from BDA, by countering excess drag (that shouldn't even be there) with thrust, the thrust makes other aspects of the craft which rely on TWR very unbalanced.  I, for one, tend to believe that more realistic = more balanced.  Not only that, but enhancing realism should make some things intuitive for new players (attaching parts to a backwards node and flipping them around is one example of something new people would not think of, and is only done as a workaround/cheat of the physics system).

    With all I've said about realism, I don't think that the FAR-level realism is necessary.  Sure transonic flows and whatnot may be an interesting read, but most people will be interested in going to space.  They'll probably experience it for a couple seconds when their rocket with 50 boosters first launches on a Mun speedrun challenge.

    Worst comes to worst, the aero model is like KSP1 and a FAR type mod will come out for KSP2.

  8. This came to mind because I was thinking about how parts like the Science Lab have three sections and a ladder, but the IVA is only in the middle one.  It would be kinda cool to be able to move around corridors and the like or have more control of the spacecraft from IVA.  This would probably be complicated but I wonder what others think about how the IVA experience could be improved for KSP2.

  9. For one thing, I'm not a fan of the "everything magically gets better when you add another satellite" idea.  It could encourage players to just plop a bunch of sattelites into an orbit without any thought into it.

    With the KSP1 CommNet, you need to pay attention to the type of relay you have as well as the position, so you can do things like prevent deadzones or put them in spots you know you won't be going e.g. the opposite side of Duna from where you're landing.  It's also why I've started experimenting with setting up surface-based relays as well. (I usually play with vac occlusion 1.0 and atmo about .95 or so).

    While I'm not sure I'd like implementing directional antennas without an attitude-keeping mechanic, I do enjoy the (variable in settings) LoS occlusion that we currently have which still adds a challenge for setting up relays.

    13 hours ago, MKI said:

    It could be simpler/more forgiving where all communications around a given body just increase coverage regardless of sight lines

    This idea seems a little too magic-y to me.  Just having a satellite enter high Duna orbit shouldn't be able to give my surface base enough signal range if it's occluded by the planet.

  10. 2 hours ago, cfds said:

    Because recovering only saves you money if you launch the exact same vessel again. SpaceX does not save money be recovering boosters, but by reusing them.

    Anyone remember the very old "in stock: 999" in the part window?  How about recovering costs a little money, but adds recovered parts to their respective stock.  If any are in stock, you don't need to pay.  Allows for a part "pre-order" function as well.

  11. 10 hours ago, kcs123 said:

    FAR is only victim of other mod faulty install. Here are relevant parts from your log:

    You have multiple errors from other mods that try to use ClickTroughBlocker. FAR is just one of mods that is in log with such error. You have ClickTroughBlocker installed, but you are missing it's dependency files from ToolbarControl. Try to reinstall Toolbar and all of it's dependencies. That should fix it. There is some other errors that suggest some other mods may not work properly, though, but it is different story.

     

     

    Getting ToolbarControl working was indeed a proper fix.  Now that I have FAR working, I'm happy to see my f-15 replica is behaving somewhat like in dcs, so I'm hopeful venturing into FAR.  (gotta love high alphas)

  12. 9 hours ago, AllenLi said:

    I am faced with the same problem. BTW I experience this problem in 1.12.1 but not in 1.11.2, although some versions of the mods are different. But I can say that this is not a problem of FAR cuz I removed every mod except for FAR, MM and ModularFlightIntegrator and the issue is gone.

    It should be a problem of a mod in RSS-RO pack.

    I don't know why but maybe we are experiencing different issues? Fine for me with only FAR and its dependencies.

    I'm running 1.12.1

    Whenever I get the time, I'll try to see which of my other mods may be the cause, but right now I'm busy searching for the new easter eggs added in 1.12.

    I'm also not running RSS/RO.

  13. I'm running into a problem where I am unable to select either the VAB or SPH in the Space Center view.  I am able to select the Runway and Launchpad, but unable to use the Edit Vessel button to access the editor.  I used the latest download, putting both FAR and ModularFlightIntegrator into my Gamedata.  I have narrowed it down to ModularFlightIntegrator which is causing my problem by placing one folder at a time in GameData.

    Modlist is in log.  I know BDArmory probably has a lot of errors.

    KSP log

  14. All the problems associated with loading vessels in the world.  Say, have a fuel depot landed on a certain spot on Kerbin or Laythe.  If I'm flying a plane towards it, I get a rather annoying period where the vessel loads.  Yes, you can prepare for the 2.4km mark.  Yes, I know why it happens.  But it is still very annoying to deal with, especially with large vessels which may clip terrain and high part count vessels which spontaneously explode.   Whether on my potato laptop or beast pc, there is never a way around it.

    With the scale of bases and colonies KSP 2 seems to be introducing, I would love to be able to see the colony approach from miles away in a passenger seat of a plane, and not have to a) rely on rather buggy mods such as PhysicsRangeExtender or b) switch to the vessel before it self destructs or sinks into the ground.  These types of terrain/vessel interaction glitches on load are the reason for many a repair mission.  Perhaps a pre-load with rails of some sort could help?

    A little off topic, but I think this ties in with a sort of interstellar ambience I would like to see.  I've made light ships with no purpose but to travel between a station in Kerbin and Munar orbit, modular rovers that I will never see a practical use for besides the test drive, and shuttles which sit on Minmus for years before I need them again.  Setting automated resupply/transport/tourist routes in some sort would be a wonder.  Imagine going to your Munbase and seeing a VIP transport fueling up before a regularly scheduled (and automated) launch.  It would make the game feel alive!

  15. On 5/20/2021 at 10:28 PM, Mukita12 said:

    I was wondering if you could also make an engine part for the F-35

    Or at the very least, a part that can be use to attach the Panther Engine so that it looked more like the F-35

    You can just offset the Panther/Saturn(For BDA folks) into a Mk2/Mk1 short transition for a passable effect.  Not quite as good as the Quiztech engine that's supposed to look the part, but for people like me who don't want a whole modpack for a single part, and don't want the VTOL capability anyway, it suffices.

    Example pic:
    screenshot96.png

     

     

    Spoiler
    On 6/1/2021 at 1:30 AM, alberro+ said:

    aV1HSc1.png

    Gp5d16X.png

    Y4PS2Ym.png

    V7e3ERA.png

     

     

    you should recreate the picture of the Tomcat with each wing at a different sweep

  16. In short, I want to configure the IVA camera to a DCS-like method I use with the hat on my joystick, but none of the controls in Input register anything from the hat.  Everything else works, whether steering, throttle, or buttons, but the hat just won't work.  None of the mods I have should be interfering since I've encountered this on every install I've used, whether modded or not.

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