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Temeter

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Everything posted by Temeter

  1. I certainly hope it'll work out! This mod is a fantastic addition to KSP, and I can't imagine stock ever getting this kind of abundance in terms of wheels/tracks/etc. Squad arrogant, where does that come from? Everything i've heard till now point to them being very open about modding/supporting the community. I though they give early beta versions to modders and also take feedback from them so they don't break too much.
  2. Because it might break your mod, or displeasure of how Harvester is building up the new system?
  3. Nah, the systems are usually purposebuilt for controller. Especially using a cursor isn't something fitting for controlers. In KSPs case, i'd imagine construction could be better done by directly moving a piece centered in the middle of the screen after selecting a part. Then left stick to move it in the X/Y Axis, L1/L2 moves up and down, right stick controls camera, R1/R2 are zoom.
  4. Do we play the same game? The KSP I know is about stacking a bunch of parts onto a long tube, maybe radially adding some more tubes, and finally putting things on the tubes. Then I'll take the craft somewhere, something which works in fact better with my wired 360 Pad. Maximum control complexity arises when i right klick on some part to make it do stuff or activate an action group. Come on, you need to have an utter lack of imagination/experience if you can't think about ways to realize that with a controller. Controls and Construction itself are very simple, KSP has a lot of depth, but it's not a complex game.
  5. I had to take a break, after succesfully assembling my moon ship and finalyzing refueling operations, to recover from the shock of seeing dat inclination.^^' edit: And after that I found out how how nuclear fuel has a boil off rate and travels to the moon take a long time. Well, now off to pull an Apollo 13! Can't be that hard. Awesome!
  6. I'm sure you're very busy working on bringing RO up to a final release, and really, you're bringing KSP onto another level, but did you consider making a config for the Behemoth Aerospace Engineering Mod? It brings a lot of large sized parts many mods like KW are missing, and which become very relevant with the huge rockets of RO/RSS. Mainly 5m/7.5m/10m fuel tanks/probe cores/engines/decoupler/adapter/radial SAS/heat shields/Radial drop tanks/heat shields, radial decoupler (+integrated sepratron engines), nose cones with fuel reserves, multiple modular booster rockets, 8m landing leg, huge vernour engines. Basically incredibly usefull stuff you usually only get this versatile with proc fuel tanks, and everything in a slightly colorful, but very clean look that should still work well for realistic styled rockets. http://forum.kerbalspaceprogram.com/threads/124064-Behemoth-Aerospace-Engineering-Large-Parts-v1-1-0-(2015-06-05) There is already a prerelease which seems to be working quite well: https://github.com/KSP-RO/RealismOverhaul/archive/KSP10.zip
  7. The people complaining are a vocal minority, it doesn't really say much if the majority likes it or not. Just ask if you're supposed to use far, and then you'll see what i mean. Only problem i've personally got with them is the fiddly interstage fairing connection (and lack of structural farings). Otherwise, In this regard I found stock farings actually to be more usefull than procfarings (less parts, less unnecessary weight).
  8. With the current AJE alpha and Realism Overhaul the engines just explode, and the nodes are bugged (some changes in 1.0).
  9. edit: Changed, wrong thread and possibly caused by my mistake.
  10. Btw, some small balance thing: Does anyone else feel that the lates rebalance made the AMRAM a bit obsolete? It burns slightly longer, but otherwise the Sidewinder always seems to be faster and more maneuvrable.
  11. I couldn't find any incompabilities (windows 7) aside from AJE. All other dependencies are already updated to 1.0 and work fine. Nvm, the AJE-2.1alpha1 on github works. Awesome!
  12. If you're old enough to deal with money, then you shouldn't try to tell people how much something is supposed to be worth to them.
  13. The LR72 LH2 Vacuum engine also has the lower attachment point to high, it's basically in the middle of the bell. There is also something seriously wonky about the KVC1/CE-7.5 vacuum engine. One more weird thing, I found the game to freeze everytime during loading when i added the current AJE beta. Works perfectly fine after removing the folder, tho.
  14. I hope so. It's a bit ridiculous how most of the joysticks currently sold are the same i've found ~10 years ago in stores.
  15. This looks actually pretty cool. Ridiculous price for a large piece of plastic tho. Well, they now belong to madcatz, so i'd be careful. Used to make some of the best low/mid priced adjustable joysticks i've ever seen, and now i'm already ....ed by being left-handed.
  16. Look at it this way: Nothing is legally forbidden until a court says so, law is a fluid thing. So don't worry, otherwise all our multiple installs would be illegal too. Making a contract and actually trying to use a power of 'i'm eligible to indiscriminately alter the conditions at any given time' won't work in most countries. Not sure about the american system, which seems to be a bit borked at times, but you'd have a hard time getting any change of note under european law. Which shouldn't come as a surprise, since that kind of paragraph completely contradicts the essence of what a contract is. Most companies just aren't stupid enough to ever actually try their luck. That, for example, is actually gonna backfire hard as soon as this will ever cause enough damage to get to court. Most updated eulas are basically just nill real change for costumers so it never becomes an issue.
  17. I assumed so, but that just doesn't work, the fire key never fires missiles for me, regardless of the timer. Still thx for the answer. edit: Nvm, it works in vanilla! Looks like... ââ€Å’(° o °)ââ€ËœMod Conflict Timeââ€â€(° o °)ââ€Â edit2: Or Mod Reinstall Time. Well, that was simple.
  18. Ooooooooooooh that sounds awesome! Wonder if I can make super-heavy rockets out of srbs. edit: Lol, the big fairings can almost seamlessly enclose my 440 ton mothership. Very nice.
  19. That does not work for me at all, I can only fire single rockets and the mouse does only work for guns. Maybe i've set something up incorrectly: So the alt-b menu shows mouse set up as fire key, the weapon module fire key is the stage button (practical for my controller, tried others with same result). But the module action only fires rockets, while the (alt-b menu) fire key only works for guns.
  20. Should be boilerplate stuff or so, half of it is probably illegal anyway in europe. Not to mention that it just doesn't fit Squad in the first place. I'd assume it's on of the things that weren't worked out too well in the games early stages.
  21. Btw, speaking about firing lots of missiles, what's with the ripple fire option in bd's toolbar menu? Doesn't seem to do anything. I assume it's for the rocket pods? I assume you are directly assigning action groups to missiles? You only need to assign the weapon manager's fire command, and switch to the correct weapon (e.g. via action group/context menu of the manager, or toolbar window).
  22. Really? I kind of expected to see such things, but, giving both AI's identical crafts with high maneuvrability, they did all matters of crazy stuff and never stayed long at the circling stage. Maybe your planes are too stable? Or try to up the steering setting on the pilot module. My AI planes worked, both with slow, propeller drive WW2 style fighters, as well as fast eurofighterlike jetplanes.
  23. I wonder, that sounds like it would need actual pathfinding, which might be hard to do. Or at least placement on a large, flat space (best with some limit for movement).
  24. Even now hardly anyone uses ion engines, because they are just very impractical to use outside of small satellites. And btw, KSPs normal engines aren't realistic either. They weight multiple times what they should in a realistic environment.
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