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White Owl

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Everything posted by White Owl

  1. Have you looked at the first uploaded version? There are configs for EVE, RemoteTech, Deadly Reentry, and ScanSat already there. (Although ModuleManager throws an error on the ScanSat.) I've barely looked at this, but did notice one problem: no alternate launch site config. I'd recommend grabbing the config from the default 6.4x thread for now.
  2. Right, it can remember custom rotation limits and speed, but doesn't remember that I only want head tracking in the cockpit, nowhere else.
  3. Fantastic again! I seriously can't decide whether to update my old inline cockpit or use yours. Both approaches are very appealing. And the Kossak is a great part. The best 2.5m aircraft cockpit anybody has yet created, by far. So I'm looking forward to trying yours out. My opinion only... the mk1 doesn't need a HUD. It's perfectly usable and flyable as-is. And good as RPM is, that HUD has always been blurrily hard to read, and ugly.
  4. "Planetshine" isn't so prone to "libido" jokes. Whether that's a good or bad thing... depends on the individual.
  5. I'm interested. Just spent several hours choosing, updating and installing mods for a 6.4 scale game, and all my cloud layers still look like crap.
  6. I love the PanOpticons! The existing pods are perfect for orbital craft. Ever thought of making a more aerodynamic version? I envision a simple 1.25m diameter bullet shape, all glass. It would be the best KSP cockpit ever.
  7. I'm going to go ahead and be "that guy", who asks about stuff completely unrelated to the mod. In your screenshots, that looks like an improved shielded docking port. It's actually aerodynamically shaped, instead of the stupidly flat and ugly stock part. Where is that part from, please?
  8. What a fantastic idea. Subtly more beautiful, and more realistic at the same time. Looking forward to trying it out.
  9. Yes, working very well in 0.25. I wonder... would it be possible to make the head tracking default to off for the exterior views? The mod works great in cockpit, but I don't really want to use it outside.
  10. Doesn't everybody use JSGME anyway? Or maybe some other mod manager flavor of the month? No call for high drama. It's a good fix. This issue was bugging me.
  11. Yes! That's exactly what I was trying to say. Currently, if you start at the left and work to the right, the action group switches are numbered 2,1,3,4,5...etc. Just swap those two switches so they're numbered 1,2,3... etc. And thanks for the link. I had glanced at that thread before, but didn't realize there were new instruments there.
  12. It wouldn't even run for me. The game just wouldn't get past the menu screen without crashing.
  13. Ha! If you've been using it for some time, then you've certainly used it more than I have. Immediately after (or during?) that project, I seriously burned out on KSP and had to stop playing for awhile. I wish I'd known earlier about those excellent instruments from ALCOR. So much better than my kludged together solution. Just got a few minutes to try this cockpit out. I love it! Placement of the primary flight instruments mostly makes good sense, and the MFDs are large enough to read easily. Clickable functions are intelligently placed. You're obviously better at placing these things than I am. I do have a few criticisms, since you asked. Top center, I see three separate heading indicators all crowded together: navball, heading tape, and the digital display. At least one of those is redundant. I'd keep the navball and the digital display. I miss the stock Squad control position indicators. I use those often to see where my trim is set and/or what the ASAS is doing, and consider at least the pitch indicator essential. Maybe replace one of the heading indicators? Most of the ten action group switches make sense... except for switches #1 and #2 on the left. Seems like they should swap places, so all ten switches proceed in order from left to right across the cockpit. Not a criticism at you, just generally about IVA cockpits... I would love an analogue EAS gauge! That's gotta be do-able somehow, with all the brilliant modders around this place.
  14. Oh that is .... as all hell. I made my own version of an instrument panel for Sam Hall's mk2, but judging from the above screenshots yours will be superior.
  15. Thank you! I just flew my latest SSTO spaceplane into orbit completely in cockpit view, with Raster Prop Monitor MFDs and instruments in my own edit of the modded IVA for the inline cockpit. Enjoyed it immensely.
  16. Is it possible to change the activation key from scroll lock to mouse button 4 or 5? I tried changing it in the settings file, but apparently not with the right syntax.
  17. Not a total disaster yet. You can still launch from the runway. Use the subassembly system to move the rocket to the SPH.
  18. Oh sweet beautiful flight, this is perfect! I tried this mod out months ago, and it was so rough back then, it made me sad I couldn't use it. Works perfectly now!
  19. Damn you, Japan! I just decided to actually commit to making some planes with old fashioned, rigidly non-shapeable wing parts in order to share them with stock players... now you're making me want to change my mind.
  20. Nope, this mod always worked perfectly with Enhanced Navball. Perfectly readable.
  21. I was so annoyed with the old parts, I long ago stopped even trying to make decent planes with them. Now I'm building planes (in stock!!) and loving it, looking forward to recording some (stock!!) how-to-spaceplane vids soon. Kinda like coming full circle, or something. Used to be the only spaceplane parts were mods. Now the stock game has better plane parts than the old mod!
  22. Well, to be fair, the X-15 had very thin wings that were kinda like trapezoidal planks. But it's definitely the odd one out.
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