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Daniel Prates

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Everything posted by Daniel Prates

  1. And it will be interesting to see the wind blow in one direction and the clouds travel the opposite way.
  2. Oh I see. So it is like; assuming in a certain situation it takes me 1ton of LOX to get 1 ton of ore into orbit. It happens that the converter converts 1ton of ore into 1 ton of LOX, so it ends up being the same to have 1ton of LOX allow enough delta-v into orbit with the cargo of 1ton of ore or another 1ton of LOX. That's it?
  3. This parts set gets me thinking.... is it more efficient to mine and convert into Lf+ox on the surface, or to bring ore to orbit antmd convert it there? Me thinks the first one, but perhaps...
  4. The settings menu has a slider where you can increase or decrease science rewards. Am I not getting something?
  5. The cam does not work with OPT's docking ports. I actually mentioned this to JadeofMar over there at OPT's thread. What I guess is happening, is that the 3d model, the skin if you will, passes in front of where the camera "looks from". Dong know if this bears on the issue discussed above but though it worth mentioning.
  6. Or download "airplane plus" and build any plane with a piston engine. With one standard 1.25 tank and one engine, depending on design, you would usuallt have minutes/hours of flight. Now you have days and days.... or zero. The math is off. One interesting thing: does not seem to affect lf+ox engines. Just pure LF engines. Though you probably should test it more.
  7. Can confirm having the same problem. Seems to happen only to airplanes as LF+Ox engines remainign fuel time seems unaltered, but LF engines such as jets and mod piston engines are all screwy..... some appear in KER as 0 remaining seconds, and others appear as days and days of fuel remaining, even in small planes.
  8. I am glad to see it back. If you are taking suggestions, consider adding some distance or flightime milestones too.
  9. Thanks @Tudor Aerospace for improving the OP, it is now much clearer what the mod does. Those missions sound somewhat familiar, were you inspired by another similar mod? In any case many thanks, I cant get enough of those aircraft contracts. Edit: btw... that airplane on the image.... so the blast goes right over the rudder hum?
  10. You see @Caerfinon you wanted to make things challenging, which is fair, so you made a system where you have to first unlock a contract (the 'inspection' contracts) so that the proper airline contracts were unlocked. That's great. However once I unlock several airline contracts, why can't I chose the one I want to fly today? The idea that only one is available at any given time is not a challenge, it is a hindrance. Suppose I just designed a long-range passenger plane and i want to test it. I go to the available contracts screen (not the inspection, the proper airline contracts) and ... it only gives me a flight to Island Airfield. I click it and cancel it... and another one to island airfield becomes available. I accept it and auto-finish it with alt+12... and the island contract is given again. That is not fun, its obnoxious and limiting. What I would do: keep the 'inspection' contracts. But once I do an inspection contract, the correspondent airline contract (towards the same airfield, that is) will always be open. So every time I do an inspection contract, that is one more airline contract to be ALWAYS available at all times. So I can fly whatever I want, as long as I unlocked it first. Or at the very least, if I already unlocked say 10 airline contracts, make it at least 4 or 5 of them available at any given time.
  11. @Caerfinon tell me something. So I have to do the 'inspect' missions in order to unlock proper airline contracts. Ok, great design choice. However ... for some reason, in the proper airline contracts, I only get one at any given time. The others (which were supposed to be available since I did the pre-requisite 'inspection' contract do not appear as valid contracts since it marks as 'unmet' that I cannot have more than one contract OFFERED at any given time. Is that by design? As soon as I unlock several flights via the 'inspection' contract, I kinda expect all of them (the ones I unlocked anyway) to be available all the time - so if I feel like a long flight, or a short one, they are all there to pick. Is it a bug or intentional?
  12. Just want to report that this works excellent for me. I am now using the Kiwi Tech Tree and about three nodes were impossible to unlock since one of the prerequisite techs was missing from the tech tree (though the 'path' where they were supposed to be sitting was there). I installed this new, specific version of 'hide empty' and now it works just fine. Tested and approved if you ask me.
  13. I don't think so. I am just guessing here and it would be best to hear from @Angel-125, but it is becoming clear as I browse through this forum that the new stock system of inventory/attachment does not dialogue well with mods that do the same thing (kis/kas mostly) so until the creator/current manager of said mods (here in kis/kas' case that would be @IgorZ) has time to bring things up to date, issues are to be expected with any mod that has a part with inventory, winches, cables etc deriving from kis/kas. I would imagine though that only the part borrowing that functionality, in this case the hangar with a crane, should be affected. It is not a general mod-breaker. What I did was to uninstall kis/kas (and "dangit", for the same reasons) and keep playing as usual, until our heroes come to the rescue as they always do and release updated versions.
  14. @Eskandare can I look for them with the apropriate parts of ScanSat?
  15. That is a derivative function of KAS, right? If so, KIS and KAS are marker "uncompatible" until they can be brought into harmony with 1.11 (if it is possible at all). Or so I read over KIS's thread.
  16. I used the other, older side+gap for years and it took me a while to take a chance and try this newer one. Boy am I glad I did it. The runways are more realistic, the contracts are a joy and adding nav utilities support, well, that is just a labour of love.
  17. What a wonderful mod. Thanks @Caerfinon, I am having a blast with this.
  18. Wonderful, just wonderful. There was a ball turret too, wasn't it? Was it deprecated? edit: forget it, it is there. Again, many thanks @SuicidalInsanity
  19. I think there is a typo in the 4th setup mission. It is bound to cape kerman but the 3rd paragraph of the text says 'jeb junkyard'.
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