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Good_Apollo

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Everything posted by Good_Apollo

  1. I thought it was 'good enough' but now you've gone the extra mile...you're up there with the best of them.
  2. You can't actually place the solar panels in their 'envisioned' design spot because the decoupler between the SM and CM doesn't have a collider. I have no idea why they are getting ripped off when you stage though, make sure nothing is colliding with them. As for the Ares I launch profile, the ascertained turn height seems to be 25KM though your mileage may vary. I'd probably say the lowest would be 15KM. There's a post in this thread somewhere that gave some different figures on the SRB cfg values for a more realistic and tumble-free flight profile but I'm too lazy to search through the thread for you. It makes the launches for the Ares I and Ares V look spectacular though and far closer to real life.
  3. Wow, again astounding work. The details...the form...the function, all great. Hilariously violent decoupling for the orbiter though, lol.
  4. What? With .21 around the corner, no modder would waste his time pushing something out.
  5. You could just test it yourself...simply add higher gimbal range to the cgf of the SRBs. The problem is just that Mechjeb can't deal with the uneven thrust...flying manually isn't too much of an issue.
  6. What difference does it make? They are blocked together and separate as 2 blocks as it does now. The only difference is some time after separation the 2 blocks separate into the 4 boosters. Who cares about that? They're just going to crash into the ocean and probably disappear off the rendered objects area anyway at that point. As BobCat mentioned, I'd much rather him take a look at refining the Buran itself. It's almost perfect...just the buggy airlock and flight model...not to mention the Ares I and V..The Soyuz-U/TMA/Progress M are still his models of absolute perfection. Hopefully every one of the launch systems he's made will emulate that eventually. What are your system specs and list any and all other addons you have. You can't blame a mod for these problems or we'd all be having that same issue.
  7. I agree...why do we need the Ariane 1-3? I know next to nothing about this rocket family though, especially to their importance and potential functionality. Whatever Yogui decides to do...it's his time.
  8. Mechjeb has always caused that slight stutter, noticeable when you hear the sound and effect for engines cut out a frame or so every often. It's nothing severe though so I dunno what the cause is for some people that have really bad FPS issues. Sure it's Mechjeb itself?
  9. The woes of getting into a game you really like when it's still in development.
  10. I'm curious as to how this mod will be affected by the crew system update in .21. I have a feeling it's either going to be made obsolete (a good thing when a mods functions are taken over by the vanilla game) or it's going to be broken in a bad way.... You could...just edit him back in. Reset/turn off permadeath. 'Permanent' if you don't know your way around KSP's cfgs/settings files ect.
  11. ^Yup, launches are smooth as butter now and about 10x more realistic. Now I'm dreading the .21 update and how it's going to potentially change things once again. God I really hate/love updates. I want new features but I swear every time I just get everything perfect with all the mods I want and with them all in sync and working correctly, here comes a big update that's going to break it all again.
  12. There's pros and cons. I just love the new translation control. Either way, 90% of people's issues are that they seem to be having a hard time understanding how to correctly install and maintain mods in the .20 setup.
  13. It is mechjeb but it is also for operating certain functions (those servo controls) because it was fused with an older plugin long ago. DR also works. Either way it was a plugin issue.
  14. I've had craft hit each other before because of intersecting orbits. It was always a shock because I too didn't think KSP could generate it. It's possible, especially with Romfarer's Lazer plugin with increased load distances. I'm a scumbag who unrealistically deletes any debris or spent stages though. More of a performance thing though because KSP doesn't allow non-controlled objects to have decaying orbits. Either an object is in a stable orbit or it's on a suborbital path. I've seen objects in an 'orbit' dip into the atmosphere of Kerbin at altitudes of like 20KM and somehow just keep going and back out into space unless I load into them directly.
  15. Yes, now Mechjeb doesn't use 10 tonnes of monopropellent in 10 seconds. It's quite a major improvement. It's functionally more realistic too.
  16. Yes the CSM is looking really ****ing nice. Curious about the reflective texture, is that the result of sketchfab because KSP can't do reflective textures...or did you just make them anyway and KSP will render them as non-reflective grey? Also, to answer the LES question above:
  17. Because it requires a plugin and Romfarer, whom I agree with on this, asked other modders to remove his plugins from their packs because a lot of people were having problems adjusting to the new file system and ended up having multiple installs of the same plugins which caused problems. It's not really a big deal.
  18. Anyone noticing performance improvement with the .tga switchover?
  19. So this allows automatic docking with full roll control? If so then excellent, that always pissed me off when I needed to make precise alignments. I would always have to autodock then cut it as I was about to make contact so I could quickly mash rolls and hope I get it perfect on the first try.
  20. I reconfigured DSL in 0.75 rescaleFactor without any flaws. Check your cfgs for errors and that you assembled it properly. The .craft file for it will not work properly, everything will be misaligned but you can use it as a rough guide.
  21. I finally, as perfect as I could make it (and it was almost perfect except for maybe 2 details) recreated the MSL/Curiosity mission from launch to landing using addons from Lionhead, ULA, and some minor help from Mr. Mechjeb2. It took a lot of MJ fiddling, CFG editing, patience while I waited for modders to release the required parts, and actually some luck but I was completely surprised and 'all-a-flutter' to how marvelously the mission went down. It was truly exciting! A big thank you to SQUAD for their incredible idea and initiative and another thanks to the modders that make KSP one of the best gaming experiences I've had. [EDIT] I was in such a sweating concentration (I wanted everything to be perfect) that I didn't take any screens or video, however.
  22. I always thought the Mass Effect universe handled these things well, I find it reasonably plausible given the technology that is described. Manipulating mass would enable many things to be possible. Space combat is described accurately as being at great distance; a common problem is hiding ship emissions as they light up like a Christmas tree against the background of space. Point-defense lasers are used but are only useful in a small perimeter around the ship because of energy dispersion in space. Conventional Newtonian physics are applicable and RCS are still used when mass drives aren't or fail. Of course I'm mostly going by nostalgic memory of the first game's excellent Codex, I don't think it ever presented actual combat in the same way it is described and I'm sure numerous liberties were taken in the sequels. That said, I thought it all fit together very well and kept me eagerly reading every next Codex entry. Battlestar Gallactica projects a decent attempt at realistic combat and though I never found it to be described in detail enough, Ender's Game had enough good science in it for me to take on good faith that it's universe also had realistic combat.
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