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colmo

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Everything posted by colmo

  1. Ah. You learn something new every day.... Could the EL method be modified for use in KT?
  2. It's all about the tech tree progression. I suppose as the more futuristic models are unlocked and upgraded, the Orion becomes obsolete - then it's just an extra set of parts taking up RAM. Where would the old Z-pinch engine (a la Kadmos and Proteus) fit in this pack's hierarchy? I'm looking forward to getting enough KSP time in to actually try this pack - it does seem to give legs to the end game. The models are stunning, too.
  3. I know that the technique used by Extraplanetary Launchpads inspired the alt launch site capability of Kerbtown. EL still works, so any thoughts why KT doesn't? I could swear KT launch sites worked when I updated to 0.22 on Linux. My desktop is out of action for the moment, so can't confirm, sorry.
  4. Has anyone thought of integrating the Orion mod into this pack? Perhaps it's not a good fit, with the elegance and sophistication of this pack versus the brute force and danger of Orion?
  5. Was that video by DYJ shot using KMP? When this biplane kit is out, we'll be reliving the glory days of the Red Baron game...
  6. Tally ho! Feeling quite emotional to see biplane parts, as my first properly good plane was one.
  7. 7-zip is all the archiving software you you need - open source and clean as a whistle, no nasty malware or ads. http://7-zip.org/
  8. I think BobCat means they lost the motivation, not him. I still see his test videos pop up on my YouTube every so often - the fire hasn't died there!
  9. I'm looking forward to an old-school floating dock to launch boats - the water launch mods haven't worked since 0.21 for me.
  10. If you could extrude a concrete base into the terrain, somewhat like a launch clamp, it would give you a properly level foundation.
  11. (reposted from YT) I can definitely see me building another old-school biplane with an engine that requires constant fettling using this engine plug-in - could make for interesting voyages. It's definitely an option for an alt tech tree where aeroplanes come well before rockets, and different aircraft tech appears in appropriate order.
  12. Reported by BBC here: http://www.bbc.co.uk/news/science-environment-24642603 All the planets are inside 1 AU of the parent star, making it a very compact analogue of the Sol system...and a certain other system of curiously small dimensions.
  13. Excellent stuff. Two suggestions: 1) Asymmetric drag (esp intakes), 2) Anhedral/Dihedral/Polyhedral wings and their stability v manoeuvrability. I'm hoping to do a video on helicopter design, though I might end up doing it similar to this instead.
  14. Thanks for all your efforts, and good luck on your future projects! This mod has too much synergy with so many other mods to be in any danger of disappearance, happily.
  15. I presume the impact on liquid fuelled atmospheric craft like jets (and prop-powered craft a la Firespitter etc.) will be a big reduction in range?
  16. I'm not trying to min/max or power-game the science first time out - I'm savouring the progression one small step at a time. I could slap a load of modules on a large rocket first time out to spam crew and EVA reports, but that doesn't seem fun to me.
  17. I'm not fretting. The tech tree is apparently very easily modded, so the mods that have focussed upon adding huge layers of resources can incorporate many layers of 'science' also. The only requirement is that 'science' can be differentiated into the different fields - geology, aerospace, astronomy etc.
  18. Robbaz used this on a recent video, and it appears to have sounds enabled - is this true? (at 5:30)
  19. From watching nothke's video, one of the concerns is the depth of water upon which the islands and bridges are built. Would it be feasible to add a seabed to the whole thing to give it a more realistic depth, and give the islands more realistic slopes into the water? If the residential areas could have a subway connection to the train depot, that would be nice.
  20. Check this out. It's entirely possible the Kerbin system could have a big gas giant a long way out from its star: http://uk.weather.com/story/news/pink-planet-baffles-nasa-scientists-20130812
  21. This mod is a showpiece for KSP modding. There's no way it will be outdated or overshadowed by generic procedural cities, useful as they will be. I can't wait to see the first phase finished, the bridges in place, and the port in operation - the choice of new launch sites alone opens the game up, especially for exploring Kerbin.
  22. +1. There's an old VTOL part in the Damned Aerospace pack that pivoted an engine 90 degrees. It might be worth asking DYJ if it could be rolled into IR for this purpose. DA also had wing pivots, which could be used to match centre of lift with centre of mass in a similar method.
  23. I note the new version of KAS has ground pylons and deployable struts in EVA - one of the issues I've seen in demos of this mod is the launchpad moving around when bumped, so nailing it down with pylons sounds like a plan.
  24. I finally got around to acquiring a joystick, a used Thrustmaster Hotas X, and on Linux I'd like to report.....absolutely no problems whatsoever, it worked flawlessly! Sensitivity had to be knocked well down and deadzones added to negate twitchiness in planes, and I can't seem to get the brakes to stay on, but really can't quibble.
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