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Daniel Prates

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Everything posted by Daniel Prates

  1. No 'patreon' involved, then? I have tested the old 1.3.x version you directed me to a few weeks ago and it works like a charm.
  2. I will have kerbals with moustaches or I will have no kerbals at all! Great to see this updated.
  3. What a wonderful contract pack! Am I right to think that this would probably work in 1.3?
  4. I never noticed this on spacedock's mod description: "Size 15 to Size 16from 18.75m to 20m" So we will eventually get the flying pyramids of kegipt?
  5. Oh, that funcionality is ALREADY implemented? I didnt know! Kudos!
  6. A good idea! Perhaps spice could be returned to kerbin for a profit! The "gold standard" mod does that, it seems a fairly easy thing to implement since you have already done everything else!
  7. Very good @hraban! I said it before and I'll say again, x-planes were an important part of the space race, and your initiative to include them into KSP is very comendable. The X24, M2F3 and HL10 were important stepping stones, I am glad you are hommaging them with a model - and a very good looking one at that!
  8. Great mod. We need simple but usefull mods like this. I too think the overall available RCSs are too big, and I am constantly diminishing them with tweakscale. I also like the nose block. Good work!
  9. Weird that I can't. I mean, I can configure them for the apropriate axis, but they do nothing. Something I have must be creating a conflict!
  10. No. I've been using this mod for years and should know the difference between the control surface and the all-moving wing. I'm telling you, they move allright, in other words, the animations work, but they provide no actual control. If I see them moving, they couldnt be tbe wing parts, right? Anyway, you did shed some light over this. If they work for you, there must be something wrong with my install. Are you using some dependency to make it work? What about your MM version?
  11. Gave it a try and it works! HOWEVER, the wings only. The control "mk2 control surface", which is the only one good-looking enough to use, gives no control input whatsoever. So the wings do provide lift (yeay!), but the control surface provides no control - MEANING, they do swing around visually, but the control in non-existent. I haven't even tested the other control surface there, it's a tremendous eyesoare, but I imagine it does not work too. With other stock or modded control surfaces, though, the wings works like a charm in 1.4.2: Now, @Acvila, when you say the other one does not work, I have it installed (from CKAN, granted), and it does work, kinda, but the appearance is all screwy... the bottom of the wing is transparent. Is that the same issue you are getting? I would sure love that one to work, it is (or was) a very valid choice for procedural wings.
  12. Of all the creative, fun things conceived by the modding community, this mod is one od the top best! I am glad to see this reach 1.4.
  13. This is great @Ser! That old gimmick to include the runways of "kerbin side", mentioned a few pages before.... will that still work? I mean, assuming newer versions of kerbin side keep the runways om the same place?
  14. Thanks @klgraham1013 and @AccidentalDisassembly, it feels good not to be alone on this. It seems only logical, right?
  15. My idea, by the time I suggested it (now I do not know how I feel about it amymore) is that career mode should/could have a "create your own remunerated goal, with a few drags and clicks of the mouse" type of thing. Since so much effort was spent with the creation of an interface for the mission builder ("canvas" this.... "canvas" that...), I couldnt and still cant understand why the system created for the mission builder could not be adapted (if not outright copied) to career mode. Oh well.
  16. An example on what you can do with those structural tubes. They are fully attachable, and with tweakscale, there's not limit on how and where you can use them. They are pretty light too. BTW, I use F.A.R., and those who use it know that it makes aircraft design that much harder. Drag is more dramatic, lift is less abundant, engines provide less power (proportionally to all else, that is. The part's specs remain the same). So weight-saving measures are necessary: those two crappy planes you see there barely lift the ground, given their underpowered engines. The first stalls at 50m/s or so, but has a top speed of 70m/s. So the structural tubings were not purely a cosmetic issue: with other parts, those planes would have been heavier and the design would not have worked.
  17. I made that very observation during development and got bashed by everybody in the forum.... "its not supposed to be a contract creator!", some unimaginative peoole said. Well, then why couldn't it? Nobody could answer that. "If everyone agrees, someone isn't thinking", said someone.
  18. A great suggestion. But I am already using such a workaround since 1.2.! Squad hasn't caught me off guard since then. Actually, I am so afraid of Steam updating my game automatically (regardless I uncheck that or not), that what I do is to remove the entire game folder and place it elsewhere in my C:, so that it is unreachable by any update. And just to be sure, I have a backup too. Still, I also had in my PC a 'testbed', so to speak, of 1.4. , too see where it is going. Right now, I am still playing a 1.3.1 version and, honestly, the new 1.4 hasn't brought anything new that justifies me abandoning it just yet. Not until at least 90% of my favorite 200-something mods are brought up to date with it.
  19. There goes another mod build (facepalm). Good work devs. It's good to know that ksp keeps being improved. However, I sure hope there is not another 'point-something' everytime some minute correction is done in some mission. Do bundle up those fixes before the game is updated again! Another 'point-something' every month is wonderful for non-mod users, but utter hell for mod users, so something in-between would be ideal. Many thanks for your hard work.
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