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Daniel Prates

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Everything posted by Daniel Prates

  1. The stryker mod is indeed excellent. I think in its current state it has to be installed with some care, as it is updated to 1.2 (so far) and for me it causes an "mono.dll violation" if I just go ahead and install it from ckan. But it works, you just have to do it manually after cheking out in the forum if there is any 'twist'. @blackheart612 thanks for the care you have put into this mod, it is excellent. The newest update did got it right! The new parts were more or less unusable in the previous update.
  2. Cool! A few hours after my post and spacedock already had a 1.3 version! This is why I love the ksp modding community! Idea for a mission: a long range target for a high altitude bombing run.
  3. @NAD5 this is such a great contract pack, it's a shame we haven't heard from you in a while!
  4. GAP is essential! Please do keep developing it! Now, for something completelly different... I've been using KAX for some 2 years now. And the HORIZON cockpit IVA always had an issue, regardless of what version or game build I was using. The problem is that in IVA, you can't look through the window. There is a sort of a big oval shape thing there, where the instrument pannel should be, messing everything. Is this a known issue? is there a workaround it?
  5. @CobaltWolf, as I promised, I did check out this mod. It is flawless, excellent work! Habemus anti-tantares! With both, an entire space-race can be reenacted! This is the kind of thing that KSP needs, not half a dozen new stock parts.
  6. This could evolve into a wings mod. Maybe you even wouldn't have to make too many of them. 3 or 4 perhaps. The great thing is, combined with 'tweak scale', just a few wings could be configured to generante hundreds of possibilities. We would need only an elliptical type, (spit and h111) a davies type (b24), and couple of standard generic designes like the ones you find in the zero/betty etc. If tweaking their sizes/fuel capacity was possible (and tweak scale does just that), there's no limit to what could be designed!
  7. Great mod. Necessary one too. Dump it all, though? In some scenarios, such as landing an spaceplane which is too heavy, you should want to dump MOST of your fuel and not all of it. I know it must be difficult to make a measured jettison (say, dump whichever "x" percent of fuel I damn well please!) since this is pretty much the ore jettison button applied to other tanks, but perhaps there could be two clicks on the button: once, and it jettisons 95% of fuel (or 90, or 85 whatever), and a second click jettisons the rest. Could it be done? It would be very useful!
  8. I like that typhoon-like engine. Where is it from? Also... did I understand correctly, that you made that wing? Why don't you try to use any of the already-proven 'procedural wings' as a start and create your own wing mod? First things first: YEEEAAAYYY, do update it! Secondly: yes, the one I was talking about is indeed from b9pw. The issue with those wings, to me at least, is that flap slot/recession. In the SPH you can turn it either on or off. But whatever you do on the SPH, it comes out the opposite when actually launching. Does anybody else suffers from that problem? Yeah I know, probably best argued in the actual mod's thread, but since we're on the subject.... Oh btw: if 'arsenal' is getting an update, some other turret choices would be welcome, but you know what we are really missing? Glazed blisters, canopys, noses and such. They don't even have to possess a IVA or even a placeholder for that matter: it suffices to do some parts that already existis (say, a nose cone), and do a windowy, glazed texture version of it. They would go a long way towards making our planes look more 40s-ish.
  9. In ckan you find two "procedural wings". One of them, i dont quite remeber which, has a procedural one that looks 1940s-ish. It has a round cross section to it that reaembles old wings. The problem with it is that it has an option to leave a control surface sitch either open or closed (you can place an aileron there and it looks very nice), which would be great, but whichever way you configure it in the SPH, it will come out differently in launch.
  10. Cough indeed, I didnt know this mod! I'll check it out right now! Thanks!
  11. Wonderful mod. I specially liked how: 1. It really looks stockalike. Thats not easy. Some mods botch it by making their parts look too crisp and shinny, contrasting too much with other parts. 2. The IVA lets you actually see straight from the window in IVA. Some other capsules dont (i'm looking at you, near future spacecraft size 2.5 two-seater!). 3. The included parts complement each other so well. I see this mod favourably even when compared to another 5 star mod like "tantares" ( @Beale are you reading this?). You really should consider doing some other stuff... maybe tackle Apollo parts? This could evolve to an anti-tantares mod, with american parts - it looks so promissing as it is! By anti-tantares I mean, something as good, but from the "other side of the hill".
  12. All right! It works! The jerry trumpet is all that is impeding aviator arsenal from working fine under 1.3.x.
  13. I too was wondering that and did so. Worked. HOWEVER, in my 1.2.2 modded game, the IR parts usually showed in their own tab in the VAB-SPH. Now, in my 1.3.x game, they are dropped amongst the other 'utilities' parts. What happened?
  14. Great fan of the mod. Have been having 'mono.dll violation' issues since 1.3. So is this confirmed? Using the latest version, meant for 1.2.x, will work on 1.3 if you kill the 'trumpet' part?
  15. @linuxgurugamer you have my heartfelt thanks! I've grown so acostumed to this docking cam that I just cant play without it anymore, and it was causing a 'mono.dll violation' issue. Many, many thanks indeed!
  16. I was aware of the Apollo applications project, but I though it was limited to Skylab and other orbital uses! I had no idea this was cogitated!
  17. When I think of it, this configuration of outpost is probably what an actual, real-life first moon outpost would have looked like, even in the 60s or 70s: a bunch of last-stage landers connected by resource lines. If you consider the total amount of paraphernalia that the Apollo project left on the surface of the moon, here is probably enough volume of 'parts' there to justify my belief that Apollo could have aimed at leaving behind a functional working outpost there. Yeah I know, probably the quality of materials available then were not good enough, and for sure the whole concept and goals needed to be different... certainly there would have been many impediments. But as far as delta-V and payload goes, it could have been done then! ... perhaps. And so could the soviets have done it.
  18. I've never been one for those lunar landing conspiracy theories, but this one is obviously a fake! Where is the camera, in the kerbal's helmet reflection!?!?!?! Also .... where are the stars?!?!?!
  19. Do consider making "glazed" versions of nose and tail fairings! They dont have to be proper pods to contain kerbals, have IVAs or anything like that. It sufices that they look "window-like". It would go a long way towards making the crafts look more period-apropriate. And, it shouldnt be too hard a thing to do, since it only involves changing textures to already extant parts!
  20. Ok that picture of a green TKS made it clearer to me. I didn't know the TKS had separate engines and RCS blocks. From other images I have seen, i assumed they had multidirectional thrusters embeded in the same mounting as the main engines, since (in the tantares version at least) they use the same fuel. It is i who really wonders, can't you think of a mouting with both a big thruster and small RCSs in other directions, since they all use the same resource? Spacey Heavy Lifters have two of those, check it out and wonder no more!
  21. The small monoprop orbital engines.... how are they supposed to go in the TKS? I know the TKS didnt have your standard big engines in the stern, they were placed along the hull somewhat like where you would normally place the rcs. But the parts here in the mod intended for that purpose (as I understood it) only propell in one direction! Shouldnt it be more like an engine block, with the thrusters pointing in several directions? Or am I missing something? Its a great book even translated into portuguese (my native language), an OK 1970 movie and an absolutelly, apalling, discusting recent remake - something to really stay clear of!
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