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White Owl

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Everything posted by White Owl

  1. I've loved using this mod for a long time, but recently hit a kind of serious problem. Using Real Fuels, engine thrust varies with Isp, and the Engineer doesn't know how to calculate the TWR at sea level. I can build a rocket that the Engineer thinks has a TWR greater than 1, but the rocket won't lift off. I know changes made by another mod aren't this mod's problem... but is there a chance of Real Fuels compatibility?
  2. A quick glance reveals all but the most recent (and best looking) engines are Real Fuels compatible. It shouldn't be difficult to copy and paste the stats for that one engine.
  3. Great mod! Adding my voice to the calls for a no-resizing version.
  4. Here I was thinking about doing exactly this, and you've already started the project. Cool! Edit again: Ah okay, I read back a few pages and see you're redoing the whole system. Nifty.
  5. Thank you! I decided to try this mod out and ran into exactly the same issue as others: the tank tooltips say press "g" to change fuel. Nathankell, I humbly suggest these tooltips need changed to direct users to the action groups.
  6. More than one kind of memory. Memories of toy rockets of course, and the original mod referred to in the OP was the first mod I ever installed in KSP a couple years back.
  7. Yeah, get your initial angle off vertical well before the rocket hits mach 1, then it's very small corrections until you ascend through 30k-40k into the very thin air. Don't fight the aerodynamic forces until you're high enough that those forces are too weak to really matter anymore.
  8. I love how so much of this enormous thread is taken up by people telling ferram4 how to make the mod work differently, and yet to my knowledge not one single competitor mod for realistic aerodynamics has ever appeared. Ferram4, I think you're doing something right. This labor of love you've put together and continue to support is indispensable to flying in KSP. Thanks for that.
  9. Unzip it anywhere and take a look inside. Inside the Shuttle Parts folder should be a GameData folder. Anything inside that GameData folder should go inside KSP's GameData folder.
  10. It could've been me writing this post. God, do I empathize. I mean, yeah, some people do care about the stories... but I relate so much. Maybe it's time to make a decision to stick with one savefile in one game version, no matter what new shiny updates and mods come along, and just tell the story. However long it takes.
  11. It's a great idea! May I suggest that playing around with airplanes in KSP, but not using Procedural Wings and Ferram's Aerospace Research will be kind of unsatisfying. You're missing out on the best creative tools.
  12. The Science! series is officially cancelled, and the new Open Cockpit series is begun! In retrospect, he last couple of career mode series were done mostly out of a sense of obligation, rather than having fun. I thought I was supposed to do career mode because it's the hot new thing and all the cool kids are doing it. But career mode and I are simply not a good fit. I'm so happy to start this new series, though! Let's Fly KSP: Open Cockpit starts over with my little green dudes trying to get off Kerbin, but with two absurd restrictions to overcome. First, the kerbals are severely claustrophobic so they can't ever enter any enclosed space, like a capsule, cockpit, crew tank, etc. Second, they don't know how to launch vertically, so instead must always take off horizontally from the runway. Two absurd restrictions for the price of one! I very much believe this will be more fun than any of the past few series. And of course, the mod list. This time around I've added Kethane, the Kerbal Attachment System and Infernal Robotics. Later on in the series, after my kerbals get out into the system a little bit, I'm planning on adding KSP Interstellar; just not at the start. Parts (sometimes with plugins): Aviation Lights KSPX Mk2 Cockpit Internals Taverio's Pizza and Aerospace Dummy Weights Shuttle Parts Kethane Pack Kerbal Attachment System (KAS) KSP Interstellar Magic Smoke Industries Parts & Infernal Robotics DROMOMAN Modular Arm Parts Surface Mounted Stock-Alike Lights Plugins (sometimes with parts): Chatterer Crew Manifest Docking Node Controller Navball Docking Alignment Indicator Dynamic Warp Editor Extensions Kerbal Engineer Redux Enhanced Navball Fusebox Kerbcom Avionics KerbTown Grey's Runway for KerbTown Editor Part Highlighter Universe Replacer Mushroomman's Cloud Pack PreciseNode Interplanetary Maneuver Node Assistant RotationFreeze TAC Fuel Balancer Targetron Kerbal Isp Difficulty Scaler Ferram Aerospace Research Kerbal Alarm Clock In-game notes / notepad Deadly Reentry Continued Dynamic/Procedural Parts and Plugins: Procedural Dynamics - Procedural Wing Procedural Fairings StretchyTanks Stretchy SRB KerbPaint
  13. Just found out the Kerbal Engineer parts rubberband like crazy with this mod. It's not a huge issue though. I'll just add the engineer modules to the capsules and probe cores.
  14. 7rex, thanks for trying to help. But I've thought about it for a day or two and made up my mind. For now, I'm simply done with career mode, modded or not. I have crazy ideas burning in my head about silly things to do with kerbals, so it's back to the sandbox for me. It'll be more fun and should make some more interesting videos.
  15. I honestly was wondering if that would be too easy, considering how much science can be collected elsewhere.
  16. I'm working on a custom non-linear tech tree for this mod. Nodes are blocked out, but now I run into the question of science costs for each node. Does anybody know how much science can be accumulated from Kerbin's various biomes? Same question for Mun, Minmus, Duna, and Ike? I think my initial goal is to set this up so collecting every scrap of science from those bodies will let the player complete the tree.
  17. Perhaps I'll call it a slightly more dignified Non-linear Tech Tree. ('Cause a non-linear tree is a bush.) I have the basic initial tree blocked out with stock parts and a gross guesstimate at node costs. There's room left over to plug in various mods. I'm happy so far, but now it's time to play-test it. edit: Hours later, I am still unable to playtest. Unless I'm missing something, the only option to play through a custom tree is to get r4mon to publish the thing to everybody. Which I don't want to do while it's an early WIP. Urgh.
  18. New plan! The tech tree concept is all wrong, because no matter what technology line you think should be advanced first, another player wants something different. And you're both right. We need a way to maintain the spirit of the sandbox, while also rewarding exploration with advancement to new techs. We must offer the player meaningful choices, without stifling the all-important creativity that is the very soul of KSP. The tree is linear. Linear gameplay is bad. Therefore the tree is bad. In place of the tree, I suggest... the BUSH! The bush is non-linear. The bush is good. All simple structural components are available at the start, but no systems. From the start you have the option to unlock space tech or airplane tech or rover tech or utility tech necessary to all the others. Thus multiple styles of gameplay may equally be rewarded with the satisfaction of progress and advancement tickling the pleasure centers of your goal achieving inner lizard brain! I just stayed up waaay too late drawing diagrams and flowcharts and crap. This'll take some work.
  19. I've been playing with this a little bit. It's good! But now I have a dilemma. At the moment I'm really not enjoying Yargnit's tech tree. I picked that one because it's advertised as unlocking airplanes earlier than stock. True, planes are available slightly earlier... but not early enough to make any appreciable difference. By the time enough parts are unlocked for a basic plane, I'll already have all Kerbin's biomes milked dry of science. It defeats the whole purpose. I want to end the series and start over. But I already have a bad track record of ending series before they reach a satisfying conclusion... it's not a good thing to do, and I've done it too often. What to do?
  20. This is already implemented. Click the "advanced" button and you can fine tune any color you like. But I agree with your other points. I winder if anybody else runs into trouble running this mod and Procedural Fairings at the same time? Not even trying to paint the fairings, I see huge FPS drops and even crashes in the VAB. Works fine in flight. If I remove either KerbPaint or the fairings the problem is resolved; the problem is only when both are active.
  21. I imagine rockets will need far fewer launch clamps than we're used to, right? Like, only two or three at the base of a giganto-normous heavy lifter?
  22. Haven't tried the interstage yet, just the regular pieces. I'll get the craft file. It has stretchy tanks, but no other mod parts. Edit: Hang on, I'm an idiot. I didn't eliminate all other mods. If I get rid of KerbPaint, the problem is resolved. Looks like a conflict between the fairings and the paint. Nothing more to see here.
  23. I have a bug report. In the VAB, I'm seeing huge framerate drops and occasional crashes, and I've narrowed it down to this mod. The debug log is full of [EXC 15:34:41.640] NullReferenceException: Object reference not set to an instance of an object As soon as I remove all Procedural Fairing parts from the vehicle, the problem is solved. This only happens in the VAB; not in flight. It isn't always immediate. Sometimes everything will be fine for a minute or so after the fairing parts are added. So my current workaround is to add the fairing parts last, don't save the vehicle with fairings installed, and launch immediately.
  24. Oh, is Tree Edit publicly available somewhere? I thought that was still under wraps.
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