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_Jay_

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  1. Would it be possible to add the ability to change controls/input from ingame from the pause menu settings option, rather than having to go all the way back to the main menu? On the last few patch releases I've completely lost all analog controls from my xbox360 controller setup and have to spend quite some time each time going back and forth from ingame checking the controls and setting them, only to then find something is inverted and having to repeat the process again, then again to tweak the deadzone.... This is really frustrating and I don't really see any reason for it to be this way? Being able to completely change settings, or just quickly check one shortcut you have without having to come all the way out of the game would be a nice quality of life change here!
  2. MacroNova - something like that would be ideal. I don't want to have to fly everywhere with the debug menu showing heatmaps and similar. Some little bar that fills as the parts slowly overheat, even if they don't recover (maybe that's how the heatshields work? I've not tried them yet) I'll go through some options more soon. Hopefully someone will add a mod that does it if it isn't added in stock. Currently I'm flying with 50% heat, and despite this reentry is still pretty infuriating to work out. Think I've got the hang of ascent at least, good thing the engines are all so powerfull now!
  3. Like a lot of people, I'm getting quite frustrated in the new build with things randomly exploding from heat. I love the new complexity the aerodynamics and heat offer, but the lack of quick ways to track it is quite frustrating. What I'd like to see as a feature is some sort of obvious visual cue that things are about to explode. I'm finding the majority of time piloting is being taken up by just guessing what is about to happen, rather than enjoying actually flying. If something like this already exists and I'm missing it let me know! I think calling it an explodometer or similar would be fitting for Kerbal
  4. I guess maybe flying with a pad makes more difference than I thought. Don\'t have much issue flying it myself :/ Only issue is lift at low speed (ie full fuel and no rocket) is a bit weak. How are you losing control completely? Are you finding it just doesn\'t go in the direction you want it to or similar?
  5. Hi All, First post here, thought it was about time I put up one of my most successful vehicles. It\'s a re-usable space plane that uses a chunk of parts from the Kosmos pack. You should only need Angara rocket pack - but the whole lot is awesome The Icarus was named after the Greek Myth following early test flights of the prototype, where it had a habit of landing in the water following losing the ability to fly and crash landed in water causing Kerbals to drown. It wasn\'t until Kerbin\'s elite team (Jeb, Bob and Bill) flew it that scientists began to fully understand it. Jeb had noticed that the reason it didn\'t fly too well at times is because it was very heavy with space fuel, he pointed out to the scientists that for testing the atmospheric flight part of a re-usable plane that it is often a good plan to test with the amount of fuel you\'ll have by that point! Following this it was quickly realised that this machine could take off horizontally with a rocket burn and fly vertically straight into an orbit. By the time it came back in for landing all the heavy rocket fuel was burnt and it could be landed by a mere mortal Kerbal. On the runway initially use the jets, light the rockets (second stage) towards the end of the runway - pull up as you go off the end and you\'ll take off cleanly. I could have changed the plane for a bit more front lift but it didn\'t look as nice From here you can burn vertically or any other angle you could chose to get into an orbit you want (it\'ll get into a orbit around the Mun no problems, not tried Minmus yet) - you\'ll ideally need to keep the rockets lit most of the time, it handles like a brick without the rockets lit as the jet engines don\'t have enough thrust to keep a full tank of fuel\'s weight in the air well. On your return trip to Kerbin you\'ll be low or empty on Rocket fuel leaving just the jet tanks in the middle hopefully (note that both engines can use both tanks, the big side tanks are used first) and will find it a much more manageable beast. It can even land and take off without falling off the end of the runway with rocket engines lit! Did a quick flight this morning, straight into an orbit around Kerbin, dropped back into atmo above the Space Centre. Judged it near perfectly and only had to fly for about a minute on jet engines to come in and land on the runway. I\'ll point out that I fly this on a gamepad, so have the benefit of analog control. There is no ASAS as it\'s really quite stable once you are moving. For burning out of atmo leaving it on precision control mode and using the keyboard should be more than enough. Imagine landing will be a pain though. Hope you enjoy! Any feedback would be great. Jay
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