Jump to content

Daniel Prates

Members
  • Posts

    1,261
  • Joined

  • Last visited

Everything posted by Daniel Prates

  1. That is an area where KSP needed some improvement. The real life ISS radiators are there for a reason (i.e., it will overheat without them!), and even the Apollo spacecraft had to keep slowly rolling on its roll axis to try and dissipate some of the heat off during the coast to the moon (I think they called it 'barbecue rolling'). As it turns out, space isn't "cold", not in the sense that being next to it could "cool" you. Actually, the absence of matter acts more like heat insulation of sorts since a spacecraft's heat can't "conduct" heat with the matterlessness of space. So if the craft is picking up heat, say because it is exposed to the sun for too much time, radiators are the only effective way to lose that heat. Otherwise heat will pile up and, given enough time, go above tolerable levels. In KSP you can cruise from Kerbin to Duna with no consequence (and ok, Kerbol is less powerful than our Sun), but in RL I have my doubts that would be possible. In innermost travels in the kerbol system, though, even KSP craft can be barbecued if close enough to Kerbol. Radiators mitigate that. But what I would like to see is craft slowly but surely picking up heat everywhere, except when actually very far from Kerbol (say, Jool?) or when constantly hiding from the sunrays (like a fast, low altitude orbit where the station or craft is shadow half of the time). Certainly around Kerbin's solar altitude, if exposure is constant, heat buildups should be a thing. Would be more realistic, and force you to mind heat management more closely.
  2. Yeah, I think I was being too pessimistic about that. Just installed kerbal foundries and it works like a charm. I was stuck to my 1.4.5 heavily modded game for fear of going foward, because oh man, every time the game was updated it was a pain to get everything else back online again. Decided just the other day to try to resume it with 1.7 and, surprise, not only the community quickly updated most mods, also the ones left 2 or 3 versions without updates (like foundries) did not suffer a bit.
  3. Well if it was or wasn't, I don't know. I sure am weary of all mods that have fallen behind regarding game version. Well, that is good to know! Great, i'll install it. Tks.
  4. And you said, @linuxgurugamer, that you probably would drop the color options. You rascal, you. I tested the heck out of the docking cam and the 'ugly camera', which somehow now looks better. Did you work at the 3d model? @Jesusthebird I too downloaded the CKAN version. I set my mind at ease when I saw that the mod owner, there, is listed as LinuxGG. If this were the older version, the name of the first developer would appear.
  5. Finally here. Thanks @linuxgurugamer
  6. That is so....un-kerbal. What we need is more Trabants, Yugos..... Ladas...!
  7. Great to see this mod is alive and well! @Shadowmage you are correct to hold an official update until everything is cross-examined. Seems to be patching up nicely though.
  8. Oh think nothing of it! It is such a proper kerbal thing to have a tower more-or-less on the alignment of the runway! Heheheeh. 100% approval here.
  9. Ok thanks I'll check again. I looked there before and saw nothing, maybe I didnt look right!
  10. So that huge tower is right there near the runway, huh.....?
  11. Is there a way to un-bind the "p" key, or reassign it to another key? I use it for other functions and sometimes that causes confusion.
  12. So installing this alongside 'kerbin side' would probably mess around stuff, wouldn't it?
  13. That is exactly right @Wildcat111. Tks @DStaal for answering him, i've been away for a while. Thanks also @PmThay. Damn those constant new KSP verisons, they always screw up my mod build and I am put off for a while. Anyways, I have updated this to 1.7, which is to say, I did nothing but to update it in name. As said above, final frontier was made such a way that it will always be up to date, and if so, my little ribbons pack will also be current.
  14. @Beale if you have the energy for it, maybe you could consider adding a Tantaresalized Mig-105, or something like it. High performance airplanes like it or the X-15 were an important early phase of spaceflight and those machines are almost absent from KSP in general, which is a pity.
  15. (Pastes meme of tommy lee jones in "u.s. marshals" screaming "I don''t care!") EDIT: here'tis:
  16. Oh, this is a good one for you to mantain, @linuxgurugamer. I did a test of in in 1.7 and it works fine. Well, kinda. Only the greyscale screen color. The other two colors only show a pink screen.
  17. I particularly never felt the need for compatible parts as I always used tweakscale, allowing me to fit almost anything into anything else. But damn, in six monts or so KSP changed some 3 verisons already, and I gotta tell ya, that puts me off. When I finally got my 1.4.something running with almost all the moods I like, they changed it again and again and again..... aaach! Well, back to the point: tantares only needs to focus on its unique and particular parts, which is what it is doing best. Big ass tanks are only for lifters. In my playstyle, I like saving sub-assemblies, as a repertoire of tested and tried lower stages, and the only time I feel thet dont match tantares parts is when I place a complex tantares craft above the dumber lower stages, and the fitting becomes weird. There is no need for 1.5 big cilindrical tanks if stock, heavy lifters or other big rocket parts mod already has them - but ADAPTERS of all sorts and sizes would be welcome, even if they deviate slightly from actual RL soviet parts.
  18. I have tried to use the old "kerbin side gap" contract pack with my 1.4.5 game modded with the current kerbin side ... sadly it doesn't work anymore. The contract pack seems to be updated to work as far as 1.3 and it does not digest well with 1.4! It's too bad, it was AFIK the best contract pack available to give us something to do with all those runways! Can anybody suggest me another contract pack for that purpose?
  19. My many thanks, this is a wonderful mod and I am very glad to see it updated.
  20. Its good to see this being still developed. @reedhashlock the older FAR is not updated but someone released recently some sort of "FAR continued". Check it out!
×
×
  • Create New...