betaking
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Everything posted by betaking
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[Plugin] [0.22] [WIP] Foundations - UPDATE: ALPHA RELEASE 0.2
betaking replied to Sparkle's topic in KSP1 Mod Development
I think this would need some form of balancing/aspects that make it interesting to use before it could be really fun to use. -
[Plugin] [0.22] [WIP] Foundations - UPDATE: ALPHA RELEASE 0.2
betaking replied to Sparkle's topic in KSP1 Mod Development
good idea. could use some better sketching out in terms of how such a thing would need to be set up/be modeled.. but its a good idea nothingless. -
eh, I think the guy who did the modeling did a great job, but the person in charge of the code could be forgiven for a rush job. also people are taking criticism of the OP/dev WAY too personally and need to relax/let people voice opinions/concerns.
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rather than mechjeb... which I know is controversial, what about kOS? particularly if said implimentation of kOS did not have access to globalvariables for a craft, but rather had to get its information through sensors or transmitters. it would allow for automation, but at a noticeable difficulty. I think remote-tech -like functions should be added, though for science-transmission only if there are no difficulty levels (meaning you'd still be able to control the craft, just not transmit science from it). Aerodynamics, including far and deadly re-entry should be added as well, they offer challenge. some more parts, preferbly ones that are fairly modular or proceedural (possibly like proceedural fairings, structural beams/panels/girders, or interstages/fairings (rather than the automatic fairings/interstages engines have now)
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What do you want to see in .23
betaking replied to jmosher65's topic in KSP1 Suggestions & Development Discussion
I'm just hoping for some fixes to nodes, and a better thought out tech tree. Also: a better aerodynamic model. crew transfer between docked vessels. (seriously) Tweakables and/or action group system improvements. having to "have remote-tech" -like relays for transmitting science would be nice, could be a "difficulty level". early (under the hood) work in preperation for the above, and/or life support -
[WIP] Apollo-like crew module (Updated download 17.2.2014)
betaking replied to Ledenko's topic in KSP1 Mod Development
yes, but, Its not that I don't like the drogue, its that I don't like it being attached to the top, in the sense that I can't change it out for a different docking port, but its a minor complain[t]. -
[WIP] Apollo-like crew module (Updated download 17.2.2014)
betaking replied to Ledenko's topic in KSP1 Mod Development
I only wish there was a top that didn't have a docking probe on it, this is awsome in every other way though. -
what would you say about just like 60% scale or something? I mean that's a somewhat accepted standard for real-world to KSP scale. Sombody in the development thread made a good point that 12m diameter rockets (which have been made) crash the game. Thus a 1:1 scale is a bit of a crapshoot in regard to it. IDK though its cool that you made this.
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parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
betaking replied to sumghai's topic in KSP1 Mod Releases
does anyone have an update for the prilla launch escape system? -
have you possibly considered re-arranging that IVA so it's a little more interesting, (like 1 kerbal facing the console another possibly facing the current direction?
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[DISCUSSION] RemoteTech 2 Lite development
betaking replied to Cilph's topic in KSP1 Mod Development
My only problem I have is that I can't rely on the stock attenae for ascent and guidence in orbit. It falls off on ascent due to stupid things regarding max Q (which fairings do nothing against). -
.22 Feedback/Suggestions
betaking replied to Caelib's topic in KSP1 Suggestions & Development Discussion
one thing I find kind of annoying presently is the lack of a fix for some nodes, such as the 2m inline battery. Though that's a minor complaint. more pressing is that the developers apparently forcing players to build relay/communication network (remote-tech style for transmitting science, you could still control out of contact probes, just not transmit science from them) would be too hard for players. to manage Personally, I would prefer something like remote-tech to be integrated into game though (full on, lines of communication necessary for remote-controlled/unmanned-craft), so I might be a bad judge. -
The thing with stretchy tanks is that they're very boring. You will need several different types of stretchy tanks, differentiated mostly by structural characteristics, and only really "effective" for a limited range as they also will have drawbacks (a tank that's structually self supporting while empty will have a greater dry mass than a balloon tank, while the balloon tanks will be weaker/less structurally sound). Or something like that.
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[1.3] Starshine Industries: Extendable Nozzle
betaking replied to ganinian's topic in KSP1 Mod Releases
hey is this going to be updated for .22? -
About the Tech Tree
betaking replied to ddavis425's topic in KSP1 Suggestions & Development Discussion
I think its odd we get suborbital capsules, but not something like a probe core and a basic instrument which could be used to record/transmit information. -
so like do you see the front regardless if there is a regular module there? or is there some sort of trickery going on?
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[0.24.2] Taverio's Pizza and Aerospace v1.7.1 (22/09)
betaking replied to Taverius's topic in KSP1 Mod Releases
what about combining this with that node-fixing module manager mod? -
[0.20] RemoteTech: Relay Network – V 0.5.0.1
betaking replied to JDP's topic in KSP1 Mod Releases
Okay, I think I just needed to use the probe compatability cfg. -
I disagree, use RCS fuel for the Orbital manuvering thusters, and just put the right amount of fuel into the fuel tank without bothering the change the model. I don't think the amount of fuel is relevant to the actual volume of the fuel tank, though I know many would beg to differ.