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JH4C

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Posts posted by JH4C

  1. 58 minutes ago, linuxgurugamer said:

    I understand,  but what would activate it?

    I would assume it would work the same as with other things, an extra button or two in the right-click menu for the affected parts.

    Like I said, I recognise there could be unintended consequences if parts aren't recognised properly (shutting down drive and RCS engines, for example) and I don't expect any real effort to be expended on the idea if it's going to involve more than a couple of lines of code. However, I also recognise the possible utility that adding this to RCS engines could offer, especially with some of those ships you've been building in your streams recently; going from gross to fine control by shutting down a slew of engines could be accomplished by shutting them all off then re-enabling just the one or two blocks you want to keep active, which could save a lot of time and aggravation with setting up extra Action Groups (assuming a career is advanced enough to have access to them.)

    It was just a random thought really.

  2. Just had to install this to fix an issue with KAX, and even though I don't use BDA everything looks to be working properly in 1.4.5 - with one model exception; the P61 tailpod doesn't appear to have a front wall. This is only a minor issue when building, it doesn't seem to affect the airworthiness of the part.

     

  3. Been fiddling with this, and noticed that the included example "KAX Horizon.craft" cannot be loaded as it contains a part not included in this mod, specifically two (a mirrored pair of) occurrences of NoseArt. This part seems to be from SM_Stryker Aerospace and Armoury; have installed and am waiting for it to load to see if it fixes the problem...

    It does. Once the mirrored logos are removed, the craft can be loaded with only this mod and basic dependencies installed. Otherwise all seems to work as expected in 1.4.5.

  4. 10 hours ago, dlrk said:

    I think this might be an error on my part, but when I engage altitude hold in the aircraft autopilot, it aggressively pitches to hold the current altitude, regardless of what is set.

    There does seem to be a very small margin for error in establishing your aerodynamics for stable flight; I've spent ages moving parts a degree here, a pixel forwards or backwards there, and it'll ride like a bucking bronco until... Well, I wish I knew what I was doing that fixed it, because half the time it seems to me like I just cycle through various configurations and end up back where I started a few hours later, only to find that what didn't work before does now!

    While I'd previously been okay with 801, this week I've been having real trouble with getting aircraft to reach and maintain high altitudes (10km and up, the higher the harder) using MJ. Sometimes I'll be able to get them up to 20km and cruise effortlessly at mach 2.5+, other times they'll only get as high as 18km or 19km, then they'll start slipping back down while maintaining a climbing attitude and they won't actually start climbing again until I've fallen to 15km, 12km, sometimes even 7km. I may try going back to 800, see if there's any difference.

  5. I'm not sure you can just add a part to improve engine output without it simply counting as another engine... I suppose you could make a part that gives you more available Intake Air, that's been done but they're labelled primarily for jets. Really that's how everything works, it just does its job and we convince ourselves it's doing it a special way through the look, effects, and flavour text.

    There's a few turboprops out there, which should have similar thrust curves to a supercharged engine. Or if you can find a good source of thrust curves for specific engines, you could try applying them to existing models. You mention KAX and AP+, have you tried SXT?

    ETA: SM_Stryker Aerospace & Armoury also includes 12 and 14 cylinder supercharged engines. Just discovered this while trying to fix something else.

     

  6. I second that; Notes is very handy, and once you've loaded any save game it's available from every scene change, including if you back out to the main menu again. Also, if you're an RPM user, it can display specially formatted notes in your IVA for custom checklists & the like.

    ETA: hah, pipped by seconds!

  7. 53 minutes ago, juanml82 said:

    Huh, this is supposed to be toggled with the Y key, like the old version, right? Because it's not working for me

    Have you changed the binding? Or installed another mod that also uses Y, which might have disabled this one? I can assure you that Y works on my system.

  8. 57 minutes ago, TeslaPenguin1 said:

    Is there a way to change the cost to :funds: instead of $?

    The :funds: symbol is unique to KSP, and you can't use user-defined emoji in usernames or statuses on Discord, so I'd assume the answer is "no" - at least, unless you can convince the Unicode Consortium to add it to the universal standards, and that takes a lot of work...

  9. Warning: not suitable for those under the age of 6 years, or over the age of 96, or anyone with a weak bladder. Do not taunt HoloCache. HoloCache can only help with weight loss when used as part of a balanced diet. HoloCache is not to be confused with HoloCreche, and HoloCache takes no responsibility for your children if left inside. Do not take HoloCache orally. If hair or tooth loss is experienced, discontinue use of HoloCache.

    ----------------------------------------------------------------------------------------------------

    I love the idea of being able to add your ship (or a whole collection) into the cache. What happens if there's an unavailable part on the discoverer's install?

  10. On 8/28/2018 at 5:37 AM, SuicidalInsanity said:

    JH4C: It's a nose, yes, though no command capability. I suppose I could bolt a drone core module to it though.

    There's no shortage of command pods/blocks/panels, I'm sure they'd work just as well on this as they do on any other model. No need to put one on yourself.

    One other thing does occur though: with the discussion recently in your Mk2 Expansion's thread, if you do end up changing that one over to use B9 instead of IFS it would be lovely if you did the same with this one.

  11. There's one mod that attempts to add standard time progression while in the editor, but because the game's just not set up to accommodate that behaviour it actually ends up causing KAC and other similar mods to miss their cues.

    Eh, I see that's already been suggested - for once, the board didn't tell me new posts had been made.

  12. I swear, I'd be more worried about the state of my memory if I could ever remember how bad it is...

    Recently I know I've read something in an add-on's description about it being able to unlock some/all tech tree nodes, and also re-lock it afterwards, but I'm jiggered if I can remember which add-on it was and my search-fu had failed to come up with anything helpful. I even resorted to just paging back through the last couple of weeks' worth of updated threads in the hope that I'd find it that way, but after checking all likely suspects I'm still empty handed. :(

    Also, I'm sure I've seen in one of the many parts mods out there includes a mk2 tri-coupler - that is to say, three mk2 fuselages are connected triangle-style. I can't recall if they connect into a 2.5, 3.75, mk3, or other custom fuselage, and again everything I've tried search-wise has come up with nothing.

    Any ideas? Anyone? Beuller?

  13. 57 minutes ago, Katten said:

    Sounds pretty reasonable to me! This mod already removes the NoAttach tags from individual colliders, but doesn't change the attach rules at the moment.

    If you do go ahead with this, please do it as an optional config; suddenly having every part surface attachable to every other part promises to make intricate constructions very tricky to accomplish!

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