

toril
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Everything posted by toril
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usually don't post much but it seems to be a thing here on this thread lol plus i want the next version to
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[0.23]asmi's ECLSS Mod (current version - 1.0.15) - Life Support Mod
toril replied to asmi's topic in KSP1 Mod Releases
love the mod, and maybe its just me, but has anyone else had ending/recovering flights from the tracking station become impossible for them? in my case it also allows for endless science as I get science for the recovery before it stops. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
toril replied to cybutek's topic in KSP1 Mod Releases
I personally would like to add that I really like version 1.0 as well and can't wait for its release. Even with a lot of features missing I find I prefer it over the current one. -
[0.20] RemoteTech: Relay Network – V 0.5.0.1
toril replied to JDP's topic in KSP1 Mod Releases
resistance dampens energy transmission, while using the hull as an antenna to receive signals may not be that bad an idea, it would add a lot of noise. transmitting through it would be expensive energy-wise, and the signal would suck, noisy etc. there is a reason they design antennas the way they do. The wire comment was referring to the dipole antenna configuration which is stiff not flapping in the breeze. it helps if you imagine radio as sound and the antenna as a speaker of sorts. how clear it is on the receiving end depends on the shape of both the transmitter and the receiver.(this is the main reason the army hides their antennas from view you can tell very easily what the antenna is for and how it works just by its shape) -
[0.20] RemoteTech: Relay Network – V 0.5.0.1
toril replied to JDP's topic in KSP1 Mod Releases
ok well my reasoning in this was why waste money on a retractable antenna for a disposable launcher when you can just, basically, hang a wire down the side of the ship -
[0.20] RemoteTech: Relay Network – V 0.5.0.1
toril replied to JDP's topic in KSP1 Mod Releases
very nice. No hope for the very kerbal and very unobtrusive little omni then? the antenna I am referring to was basically a long spike center mounted on a short block -
[0.20] RemoteTech: Relay Network – V 0.5.0.1
toril replied to JDP's topic in KSP1 Mod Releases
second impression. I realize this is a bug testing version but if that's the parts list that will come with the final version then I would like to take this opportunity to plead for the return of the aeroprobe and the little rugged radial mount omnidirectional antenna. The mono probe, as well, was nice for putting up quick and dirty networks but I always felt they should have a expiration date. ie after a certain amount of time had past they become debris. -
[0.20] RemoteTech: Relay Network – V 0.5.0.1
toril replied to JDP's topic in KSP1 Mod Releases
well loaded it up took a look was going to post bugs but looks like you already found all the ones i saw with the exception of mechjeb integration couldn't find a button to enable mechjeb. then all of a sudden mechjeb started working. not sure if its a bug or my computer is just slow. -
Why is the last name of all kerbals kerman?
toril replied to SergeantBlueforce's topic in KSP1 Discussion
Genghis Kerman. no really if he was half as bad as the earth version all kerbals would be his descendants. -
personally I like the changes and am not having anywhere near the troubles others are having. had to make a few changes especially where probe cores were involved but other than that seems to work great. either its a bug that only effects certain computer configurations or maybe a misunderstanding on what sas is/how it works?
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you guys realize torque is much weaker now in the built in stuff right? you need to add reaction wheels if you want it glued in place like before. also you may actually need a part with sas built in as i have noticed alot of things don't have it anymore just the wheels etc you have to check the description
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this happens to me only when relatively close to the ground. couldn't figure out what was causing it till one time i noticed a discarded booster section crashing into the ground below, seems to be a bug with how sound is propagated
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but but what about your station in a can??????!!!!
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I believe and I may be wrong that this is a limitation of the scale at which ksp does things to get the effect your looking for would have to be done within the game engine itself. if your ship is big enough, it will break apart like you say, if you torque it enough on the way down. All this mod does to my knowledge is simulate damage to the individual parts do to g stress heat etc. The joints in ksp are handled by the game engine/physics simulation itself and i'm not sure if you could artificially weaken them in flight. I would appreciate clarification if i'm wrong.
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[Showcase] Non Asparagus Launch Vehicles
toril replied to AustralianFries's topic in KSP1 The Spacecraft Exchange
Coolest thing i have ever seen yet is a ship much like dchurchil's rocket only with fairing factory sheaths around each stage so you still had a nice smooth outside and didn't have to stare at the guts of the rocket all the way up. and here is the link http://forum.kerbalspaceprogram.com/showthread.php/31285-KSP-0-2-Saturn-V-replica-%28Kerpollo-XXII%29 now you have to admit that's pretty awesome -
actually this is a limitation of ksp and a design choice by the author. you can't display damage to parts, so no crumpling to show whats happining, and the only way to destroy a part is to explode it. if you watch carefully your craft does withstand the high gforce for some time before the damage is so high it is finaly destroyed but you can't "see" that damage untill you send a kerbal out to inspect it. this is a limitation of the game not a failing of the mod.
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Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
toril replied to Majiir's topic in KSP1 Mod Releases
windows 7 with steam is your problem you need to open up permissions in your applocal folder or move your steam install to anywhere but program files or config settings will not be saved and new files will not be written unless the program is specifically written for windows under the winvista+ rules witch requires all the configs saves/etc be written to the user folder. personally i make a separate steam folder in the root of my main disk. -
actually of all the planes you named only 2 are ssto's buran and space shuttle none of the others can achieve orbital velocity {and altitude to maintain said velocity after engine shutdown the scramjet can achieve orbital velocity just not the altitude it runs out of air} ssto stands for single stage to orbit. and arguments can be made that neither the shuttle or buran are true ssto's either as they stage boosters before orbit is achieved. Also the buran was never launched into orbit as far as i know? only drops from a large jet to test descent. space ship's one and two are suborbital ballistic flights only not nearly enough fuel to achieve orbit witch is why they don't need to worry about reentry they aren't going nearly fast enough and never gain anywhere near enough velocity thanks to the huge air brake they deploy at the top of their trajectory
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BobCat Ind. - Colonization, exploring and research vehicle
toril replied to BobCat's topic in KSP1 Mod Development
mpss and home2 nice heads up -
[0.20] RemoteTech: Relay Network – V 0.5.0.1
toril replied to JDP's topic in KSP1 Mod Releases
i like b9. i just uninstalled exsurgent, i can live without the vectored thrust and sabre engines the rest of those parts are to cool though -
i had no problems with munbug V can't get VI into orbit though but i figured it was the lag messin me up lot more parts in VI then V (not a complaint however my computer sucks lol ) just retried the orbit one of my main problems is that there is a line of fuel tanks on the last stage that that doesn't drain and pulls the rocket towards 270 right off the weight imbalance pulls southerly later in the launch as i can't see the tanks buried underneath can't tell what is happining there the pull south could just be from y attempts to keep it straight up.