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quantumpion

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Everything posted by quantumpion

  1. By any chance is there a mod yet that allows the IVA model to be seen through windows instead of the ugly flat window texture?
  2. Hi, I made some config files for RealPlume for the new engines. They probably need more tweaking to look totally correct but it's a start. https://github.com/QuantumPion/RealPlumeSquadExpansion/releases
  3. I don't know if this was brought up before, but is it possible to add global lighting for planet reflections at night time? Like Planetshine, but for the surface, at night, with brightly lit planet/moon above? Also, is it possible to change the brightness level for planets in the sky at night? For example, in this screen shot, Jool should probably be as bright as it is from space.
  4. Sorry if it was posted before, but is the new external IVA window view part of a public build available now, or is this just a sneak peak of something coming later?
  5. The area where a mistake can be made is in making the descent too steep so that the craft cannot slow down fast enough before hitting the surface. While I know what I am doing for the most part, and this failure mechanism is simply something I have to work around using mods or whatever, for a new player it is hugely unforgiving. There is nothing anywhere stating parachutes work in this way, you only find out at the very end of whatever mission you were flying. I'm not opposed to parachutes having limits to their speed and temperature. My complaint is in how the staging/activation functions. The parachute should not instantly die on activating if deployed too soon - it should just not deploy until it can do so within the limits. That way you can activate booster recovery parachutes or unmanned probe parachutes on staging. However, the parachute limits should be made more clear in the UI somewhere so that you can at least wild guess what kind of reentry is survivable beforehand.
  6. What is the point, since the last patch, of making parachutes fail above a certain speed when activated? Why allow the chute to be activated if it will immediately fail? This breaks the ability to activate parachutes while still in space, e.g. for unmanned probes. Why not just make activated parachutes not deploy until they are able to function?
  7. Ahh I just realized oinker's skybox textures are TGA's, not PNG's. Could that be the problem?
  8. Oh that's true. I guess I was thinking that the processor was just extracting water, I forgot to consider that "ore" could be anything, including hydrocarbons.
  9. Sorry, allow me to clarify: since large solar panels are dead weight, how does the delta-v for a probe of equal total mass compare between solar panels and fuel cells+fuel? - - - Updated - - - Wait, you can get a net gain of energy by running a resource converter on fuel cells powered by its own fuel output? That should be physically impossible - it violates the 2nd law of thermodynamics.
  10. Awesome! Can you compare to the ISP of a solar powered ion craft taking into account the mass of the solar panels for a given amount of xenon/delta-v?
  11. I am already not using city lights, and EVE works fine on its own. This is what it looks like: - - - Updated - - - Not using city lights, only clouds module. All the textures in BoulderCo and EVE folders are all PNG.
  12. I'm having some problems with texture replacer. The only textures I am adding are oinker's skybox. However, when I load the game, a quadrant of the sky is missing (white), even on the main menu. It goes away if I set texture compression option to never, however if I do this than I cannot use EVE mod simultaneously as the game crashes on loading, even with low res clouds and using no other graphical/part mods. It seemed to be working perfectly fine with 1.0.0, this bug seems to have just cropped up.
  13. Check out allmhuran's YouTube channel, particularly the gravity assist, grand tour, and "over 9000" videos.
  14. The joints are definitely weaker. My simple 1.25m rockets are floppy and barely stand up just sitting on the pad. The aero model just makes floppy rockets even harder to deal with because they don't want to hold prograde due to joint buckling.
  15. Yes absolutely. In addition, SAS behaves very poorly and way overcompensates, causing huge instability - even in a vacuum. It's completely useless. They really need to fix the spaghetti rockets and SAS control logic asap.
  16. The nuclear engine now uses only LF like the real NTR, instead of LF+LOX. Could be that?
  17. This guy did a grand tour in tier-0 parts with lots of gravity assists:
  18. I would like a simple mod which modifies the stock EVA chair part to add a tweakable option to include the mass of a kerbal in the chair. This would allow more accurate delta-V estimation for landers, and allow very small craft to be carefully balanced (e.g. using RCS build aid).
  19. I don't see why Squad can't just program a set of real progression missions that mimic the real world space race. And then have the random contracts in addition to that for fluff. Sort like an RPG, how you have a main story quest and sidequests for extra loot. The actual progression contracts could be hand-crafted to be balanced, meaningful, and fun, and the random contracts you get would depend on what phase of progression you are on.
  20. I didn't realize the goal of career mode was to simply unlock the tech tree and you complete/beat/finish/win the game by doing so.
  21. Here's my mission - didn't think it was difficult at all using command chair and asparagus staging:
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