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KSP2 Release Notes
Everything posted by lttito
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Kerbin is love - Kerbin is peace
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Volition continued producing games, like for example, saints row franchise.
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[1.1] Spacetackle's K.I.E Fighter mod 1.1k
lttito replied to spacetackle's topic in KSP1 Mod Releases
Any good news on this marvelous mod? I know you (like all of us) have to bear with life stuff, just i want to know if your are made progression on any new parts.- 81 replies
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- kie fighter
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This mod only do a simple conversion (from m/s to the selected unity), that is basically a multiplication (product) of two quantities and then writes it in the navball. Just this plain and simple. Code that generate UI is alike BD Armory and other mods. So I doubt is this mod that causes performance issues. I do not deny that having a lot of mods can cause performance issues, though.
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Yes, aparently FAR uses the same way to overwrite the Navball as SUC. But as FAR also put the speed in the navball, I think is ok to use FAR values instead of use another mod that do the same as a mod you have already in use. Never had performance issues, never have messages of others saying so. Maybe the performance drop is due to other mods?
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[1.1] Spacetackle's K.I.E Fighter mod 1.1k
lttito replied to spacetackle's topic in KSP1 Mod Releases
Hey @spacetackle, can you give us a progress report? I'm eager to hear about any news in this marvelous mod!- 81 replies
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[1.1] Spacetackle's K.I.E Fighter mod 1.1k
lttito replied to spacetackle's topic in KSP1 Mod Releases
For the moment, I take off first time using launch clamps and land vertically, since the engine is powerfull enough to make it so. I'm having so much fun with it. Also, combining it with DBArmory and Star Wars Mod makes it even cooler.- 81 replies
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[1.1] Spacetackle's K.I.E Fighter mod 1.1k
lttito replied to spacetackle's topic in KSP1 Mod Releases
Awesome job. It flies really well. Only problem I have right now is with landing, that is more like lithobraking, but if you can integrate kerbal foundries' hover im sure it will be in my top 5 mods list!- 81 replies
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Poll: Orbit line fade, trailing or leading?
lttito replied to Fwiffo's topic in KSP1 Suggestions & Development Discussion
Althought I prefer reversed, I think the most intuitive way to show the direction of movement will be to use the Pe and Ap markers pointing on that direction (they are currently arrows). Something like this:- 20 replies
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Hi, i found something weird with maneuver planner. When I try to do a bi elliptic transfer to a different body (mun, minmus, duna etc), after I set the first one node and this node causes the orbit to enter in other SOI, if I create a second one before entering the SOI, the planned orbit created by the first node does not change on the second body, making it very difficult/expensive to adjust a trajectory to another body, because I have to do it in one node or after entering a body's SOI. I tried it on several bodies and the output is always the same. I use in the example Sun and Duna, but can be also reproduced in kerbin/mun, kerbin/minmus etc. Steps to reproduce: 1. Orbiting Sun create a node with a Hohman transfer to Duna. 2. See Pe marker created in planned orbit of Duna. 3. Set another node after the first one and before Duna encounter marker on the same orbit as the first one. 4. If you manipulate the node (any direction) the marker and the orbit in step 2 does not change. In the pics is shown what is the problem: having a second node dont do anything with the planned orbit calculated by the first one. In last pic you can see that the marker shouldnt be there as the orbit is modified by second node to prevent duna encounter. The marker shows exactly the same Pe as in pic 2. Running 1.1.2 X64 on windows. I found the bug in 1.1.0 x86 and then again in 1.1.1 x64, but hoped to be fixed for 1.1.2.
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[1.0.5][WIP]FantomWorks 0.3.3 KAX+ Part Pack
lttito replied to FreddyPhantom's topic in KSP1 Mod Development
Thanks for the info. Finally I can add decals to my planes -
[1.0.5][WIP]FantomWorks 0.3.3 KAX+ Part Pack
lttito replied to FreddyPhantom's topic in KSP1 Mod Development
What mods enables you to write on parts? Also gorgeous pics -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
lttito replied to BahamutoD's topic in KSP1 Mod Development
Thanks for the info -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
lttito replied to BahamutoD's topic in KSP1 Mod Development
Hi Baha, First of all, thanks for your awesome mod. The AI really controls planes much better than me. It even manages to keep following me with only one engine and non balanced cargo (pics related). Just a request: can you add two more wingman commands? One for scorting, like follow but with other wingmen ahead instead of behind; and other for refueling, keeping speed and altitude ahead of the "commander"? -
Hey Lack, can you make (when you have enough time and you feel it) a rotodome? I'm trying to make a replica of an E-3 Sentry but with current plates, it is just not the same. Also, if it will be rotating, like your radar antennas, it will be marvelous!