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Posts posted by Azimech
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It's about the speed of releasing the energy but mostly about how quickly they charge. In this, they truly behave like capacitors. Also, chemical batteries are influenced by their operating temperatures, capacitors are less influenced because they have little internal resistance and no chemical processes involved. And yes, caps can be used to store a charge for quite some time. Look up on youtube the guy who starts his car with caps instead of a battery, after a weekend.
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Good one, would be terrific if this tip is added to the wiki!
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What I would like to see is a 2m to 1m adapter that's the same style and also hollow. Adapters are a "waste" of space since they don't do anything BUT change sizes - if we could shove stuff inside them, it would be fantastic.
I just made part.cfg for the Rockomax 2,5 - 1,25 adapters for them to have fuel, 400 for the big one and 100 for the flat one. The tests seem promising. If anyone is interested, I might copy & paste it over here (or elsewhere, don't mean to spam Nothke's topic).
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I like the tool and the work that's put into it. But maybe Squad could change the way staging is implemented.
http://forum.kerbalspaceprogram.com/threads/61321-Ability-to-lock-which-stage-parts-are-set-in-VAB
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While building, the thing that takes the most time is rearranging the parts in the staging list. I might be adding sepratrons to stage #2 - booster decouple - and usually they're placed in stage #1, #3 or #4. Another example is launch clamps that get their own stage before the engines or one or multiple stages behind etc.
While I usually like the automatic placement in the staging list, there are moments where an option to force parts in a specific stage would be very useful and cause less irritation. It could work like this: click once on the stage number and the stage changes colour (purple?) and parts added to the ship are forced to that stage until the number is clicked again.
In another topic some people were also talking about the ability to drag a cluster of parts directly from one stage to another, instead of the current situation: click-expand-drag, which seems counter-intuitive.
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It is? You should write a mod that does this then.
Might take years since I don't know how to code nor know how or where to start learning.
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That's all fine and dandy but an option to force where parts will be placed in the staging sequence is fairly easy to implement and should be standard, IMHO. I'd much rather place all parts this way than with the fuzzy logic it's using right now.
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In that case the thread might as well be teleported to the http://forum.kerbalspaceprogram.com/forums/59-Suggestions-and-Development-Discussion
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While building, the thing that takes the most time - everytime - is rearranging the parts in the staging list. I might be adding sepratrons to stage #2 - booster decouple - stage and they're placed in stage #3 or #4.
How do I choose a stage and prevent KSP for doing it it's own way?
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Hydroponics? That's old. The future is aeroponics which is 10 times more efficient in water consumption and you get a much better yield. It's been developed together with NASA.
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I've been using this for a few months now, I feel it's an excellent plugin, thank you very much!
I only have 2 requests, with those implemented the mod is a 10/10 for me.
1: I'd love to have an icon left of the altimeter, just like some other plugins like the "kerbal alarm clock". It's sometimes hard to find the part on a big, cluttered ship.
2: I currently have a screen limitation of 1366x786, which means some tanks can be out of the visible screen area. I'd love to have a scrollbar for those very big launchers.
And I use your other mods too!
Does the Community Want Better Aerodynamics?
in KSP1 Discussion
Posted
I use FAR, just not the editor window, because i'm too lazy to learn all the technical stuff inside. I'm probably not alone. Which gives us a hard time building a stable plane or even SSTO. If Squad would choose to implement a similar system it would be nice to have simple indicators like the CoL etc. which would display the change with increasing speed or AoA in an animation/simulation and warn if something and where it should be changed.