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aquilux

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Everything posted by aquilux

  1. Ah, oops. It'd be cool, but probably not possible. The texture though would be nice.
  2. This sounds like a great idea. Is this possible in KSP? Would we be able to insert the relative path for another part in the .cfg and have it appear incorporated into the strut? This'd be much better than clipping the part in but I have a feeling it's not something that's really feasable, but if it wasn't... How about making a part with an internal mounting frame and including the project file in the mod so that people can modify a copy of it with their own mod part? They'd distribute it themselves and have a part that visually matches with your struts. Sort of a mod modder's resource.
  3. Otherwise known as, "THE GIANT FLAMING DOUGHNUT OF DEATH" or, "The Over Toasted Bagel".
  4. Ah, yes, that's what I saw. If Semni doesn't feel up to it then no big deal. I think it'd be cool, but I guess it's better to wait for root implementation, and not base it off of a plugin. Actually, I had an idea a few minutes ago, and I just realised you'd be the perfect one to sugest it to considering your MMRTG 0.2. Considering you made the step down from stock RTG, I suggest you make the step up, the SRG.
  5. Ah. Ok. I'll take a look. Hmm, all this talk about props and rotors has me thinking about torque, and maybe having it as a resource like intake air to be used to run things like powered intakes, turbofans/props, generators, as well as main and tail rotors. One turboshaft engine could run anything that spins. Alternativly, in atmospheres without oxigen, an electric motor, or thermally powered (think stirling engine for space: http://goo.gl/gNTA http://goo.gl/IVHQU)
  6. He's probably thinking of mechjeb's "brain" that sits behind the panels that open on the old mechjeb inline parts, along with the partacle effects. I agree that it would be interesting to see a mechjeb "brain" mounted, unshielded, to the inside of your struts (maybe even make that an unmanned pod?). (Example) Actually, on the topic of pods... Now that it's possible to see inside the pod (correct me if I'm wrong), would you consider making a pod or two to go with your trusses that's just a seat/seats inside a frame/roll cage? Multiple sizes of both flight(rockets behind pilot) and lander(rockets below pilot) oriented pods sound quite useful, the first to make something like a space tug (or jury rigged interplanetary craft), and the second for open cab landers. (Example) The landers would be made even better with a short fuel tank, maybe the size of the rcs tank, and short landing engines (maybe radial engines made for 3x symmetry to lign up with your trusses), though they aren't priorities. (You can see what your existing parts look like in the mechjeb shots)
  7. But what about a helicopter tail rotor? I was under the impression that the regular tail rotor is tied to yaw, and uses a small amount of fuel to run. Is there an electric equivalent to that?
  8. Has an electric tail-rotor been included? I remember using this once, and that's what kept me from doing anything useful with the electric main rotor.
  9. I would like to see sliders to control how mechjeb steers. The way it's set up now is fine for smaller ships but if we could use a slider to slow how quickly it reacts, and one to control how harshly it actuates the controls, we could fine-tune it to our individual ships and completely get rid of control lag and wobble. On a side note, something has to be done about how mechjeb has no finesse with the controls. When it steers it's either all or nothing. There's no gentle easing in to the targeted position. It already displays the steering error, how about having it reduce the turn rate to match that as it approaches it's targeted direction?
  10. I'd like to suggest a change that should streamline and enhance the capabilities of the staging. Instead of... mechjeb.autoStageActivate() mechjeb.autoStageDeactivate() mechjeb.Stage() It should be just... mechjeb.stage(X) where if... X=Nil then proceed to next stage X=A then activate auto staging X=D then deactivate auto staging and if X=a number, then attempt to stage to the listed number Also, vessel.stage should exist as a variable, listing the current active stage.
  11. So we can\'t have actual L-points, but maybe there could be a simpler way to simulate them. Possibly a texture and collision free 'Child' object with it\'s own SoI that is stationary in relation to an object\'s orbit. Like this you could also remove the need for station keeping by giving them a small amount of mass at the center, therefor simplifying the game a bit for those who\'d complain.
  12. Take a look at your vertical speed indicator as you approach. You want that needle to be as close to 0m/s as you can manage as you are about to touch down.
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