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RedPandaz

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Posts posted by RedPandaz

  1. I think something that would be really useful would be a "Supress Part Toggle", that would basically allow parts to be temporarily out of the way in the editor, transparent and un-interactable with a list of suppressed parts in a toolbar like the current staging toolbar from where you could then unsuppress them. I feel this would make more complicated builds a lot easier and more intuitive.

  2. 24 minutes ago, CrazyJebGuy said:

    Just submit whatever. The categories are less rules, as guidelines. Some people submitted cargo planes for heavens sakes. If you do though, it will probably get thrown in the turboprop category. Also would advise you that your liason plane better be pretty comfy to fly in, cause a plane with a passenger capacity so low will not be scoring well at all unless it is good, because it will not be low priced. Just consider that engines shake around, and are noisy, and maybe views as well, that's basically the comfort test done.

    Should I toss in the Giganto II?

  3. 1 minute ago, 5thHorseman said:

    I find that people tend to define "elegant" as "the way I like to do it."

    I personally find it inelegant to do an unnecessary and expensive (relatively) plane change, and I also find it inelegant to time warp to the correct time on the ground to launch into the proper orbit. Maybe if the game had tools to tell me when that time was, it'd be a little more elegant.

    I don't time warp on the ground, I just get into an orbit, change my plane, and then find a nice transfer window

     

  4. 8 minutes ago, capi3101 said:

    I have observed this behavior - stuff gets cut off from your craft by the bubble, but then you wind up hauling the resultant debris along to your destination. I also wound up hauling a craft along that I'd just dropped off at Duna once. 

     

    To get around this, I generally just make a pre-warp check when I want to use the drive. Goes like this: 1) Quicksave (because why not) and point to zenith. 2) Check to see if anything is in physics range by hitting one of the bracket keys. 3) Assuming there are no other craft nearby, activate the warp drive. 4) Check to see if anything is in physics range by hitting one of the bracket keys. If something is suddenly there, revert and fix the problem (my warp ship is generally a mothership, so fixing the problem usually just means finding a different docking port or reorienting something), starting over. 5) Assuming there's still nothing in range, throttle up.

    But couldn't you use this to warp more objects as well? Or, what if you made a very large ship with a space inside for a smaller ship that just has the Warp engine and the required fuels. Fly inside, make sure that your bubble is completely inside the open space, start up the warp engine, and boom. 

  5. Just now, TiktaalikDreaming said:

    That's not really an issue with this mod. But space opera should pretty much work in 1.4. It just hasn't been confirmed to be working.  The main issue for purely parts mods is fx from the old style rcs module. And space opera uses the newer rcs fx version.  The only module is this this mod.

    I know, but a least for me it's useless without Space Opera, and Space Opera is no longer in CKAN, as it is not up-to-date

    Also I found that since the Alcubierre drive moves the map and not you, all the ships around you, even outside the bubble, can warp with you. Does this work all the way out to the edge of the physics range or no?

  6. Just now, neistridlar said:

    Would it not be interesting to find the best solutions for getting Kerbals into orbit and back though? Call it the Kerbal Express Orbiter challenge! It even has a practical purpose in game, to service space stations and stuff like that. For an orbit-orbit craft what do you envision being the judging criteria?

    Passenger count, fuel, comfort, eas of flying, etc. For example, a ring to rotate and generate gravity

     

  7. 2 minutes ago, CrazyJebGuy said:

     

     

    Go ahead, I think it should have it's own thread. Start it yourself, be the OP, I might join in. But I can't be the OP, this thread can get tiring. But please, do, it seems like a really nice idea. What would make it interesting is the craft must stay intact rule, SSTOs with passengers that can go to the Mun suddenly become a whole different beast.

     Judging would be totally different, and there would be completely different standards.

    You know what I would enter? I'd stick rocket engines on my Skots Small. That would be fun.

    1

    It would just be orbit-orbit craft, you would be allowed to cheat your ship into orbit. However, if you could make a competitive SSTO, kudos to you

  8. 2 minutes ago, Dark Lion said:

    I can't imagine reviewing any one of the planes on this thread is a quick and painless endeavor (every time)-- and it never leaves atmosphere. Can you imagine each review taking the time (and pilot/navigation skill!) to reach Eeloo and return?? That'd be some seriously Jeb commitment we're talkin' about...:confused:

    You could just review a trip between a mun orbit to a minmus orbit or to a kerbin orbit, and you might need some more reviewers, but wouldn't it be awesome? Also you wouldn't have to figure in drag and stuff, so fuel calculations should be easier

     

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