

betaking
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Everything posted by betaking
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[0.20] RemoteTech: Relay Network – V 0.5.0.1
betaking replied to JDP's topic in KSP1 Mod Releases
@NathanKell I keep staying in contact with probes regardless of line of sight. I followed your instructions best to my ability. -
okay, sorry Helldiver. misunderstood what was going on I guess.
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idk, this seems to be getting worse... I doubt anyone will agree with me... -Making it for modular fuel systems first, adding complications from that. -Using thrust balancing plugins rather than allowing players to learn how much to throttle via rule of thumb/trial and error. -screwing around worrying about it being "polished" when its a mod for a game that's still being developed. Im sorry I'm not just praising the developer, its a good looking mod, the IVA's seem spectacular, but I'm concerned, its possible to over-develop or over-engineer something to a bad point. sorry once again this mod seems to be really quite nice and interesting, just that it seems to be taking forever and has some really odd problems
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[WIP] Apollo-like crew module (Updated download 17.2.2014)
betaking replied to Ledenko's topic in KSP1 Mod Development
what about like, RCS? like the apollo and orion capsules have RCS thrusters on them.. which might be interesting... -
I thought the poodle functioned pretty well as a Com-service Prop? Also be aware of starshine's work.
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[WIP] Apollo-like crew module (Updated download 17.2.2014)
betaking replied to Ledenko's topic in KSP1 Mod Development
this would fit really well with sumghai's service module, with possibly the replacement of the ICBM -parachute port with parachutes held below in a fairing. -
[0.22.X] BobCat ind. Historical spacecraft thread
betaking replied to BobCat's topic in KSP1 Mod Releases
Amazing, though there could be more extensive struts in the upper stages. The IVA is awsome, for some reason it makes me think of the post-Soyuz-11 Soyuz-7k-T, (the one that had 2 crew in pressure suits rather than 3)... -
[WIP] Sum Dum Heavy Industries Service Module System (Stockalike)
betaking replied to sumghai's topic in KSP1 Mod Development
perhaps a mission module could be useful here?, (something perhaps like taking the place of the luner module on an apollo vehicle, but serving instead for habitation and docking rather than landing. -
I would want something to at least make the IVA's and crewable parts more flexible than they currently are. It irritates me how limited the stock selection is. In regards to proceedural parts, I see 2 forms. The first is the way proceedural parts are now in several mods.. the second is the way "kerbal dynamics" conceptualizes part making. Now I think that there should be drawbacks when making parts, that proceedural parts should involve what ammounts to a balancing act by the player, eventually the advantage of scaling something should peak and level out or decrease.
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[WIP] Sum Dum Heavy Industries Service Module System (Stockalike)
betaking replied to sumghai's topic in KSP1 Mod Development
The fairing for LES is interesting, could be a bit better in my opinion. IDK, just doesn't fit very well with the LES from KSPX... but its better than nothing. In any case, perhaps, you could make a heatshield that has like one of the automatic-style interstages (such as the stock engines.). Sorry I don't mean to insult or be annoying/begging. -
[0.22.X] BobCat ind. Historical spacecraft thread
betaking replied to BobCat's topic in KSP1 Mod Releases
I think it mostly has to do with atmospheric drag losses. Thicker atmosphere means longer time spent in the lower atmosphere meaning greater drag losses on the spacecraft. -
[0.22.X] BobCat ind. Historical spacecraft thread
betaking replied to BobCat's topic in KSP1 Mod Releases
I think that's mostly because its working at 2 scales, the first is the dimensions of kerbals themselves, the second is the scale of the solar system, (or Kerbol system). if squad were to scale up the kerbol system so it was larger, (or at the very least kerbin/kerbin atmosphere were larger), possibly in addition with a proper aerodynamic model would make it easier to scale up these things. -
I really think a biconic capsule (look at blue origin's and t/space's propsals for commercial crew) would work with anvil well.
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[0.21+] Kosmos Spacecraft Design Bureau: Updated (9/27/13)
betaking replied to Normak's topic in KSP1 Mod Releases
excuse me, CbBP, you might have answered this already; but will we get more interiors/IVA's? particularly for the docking-end/front of the tks? (since the capsule is technically on the propulsion end of the craft.) -
does anyone have a module manager text file that can give probe cores/command pods kOS functionality?
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this is something that i think everyone agrees should be added to the game.. perhaps in the future or something, when squad is like doing the final adjustments to models, they can have like a rough "unpainted" base texture (low resolution, possibly just grey or orange/ect, with a normal resolution normal map. It would reduce the problems of having textures not matching due to texture scaling issues.
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[0.20] RemoteTech: Relay Network – V 0.5.0.1
betaking replied to JDP's topic in KSP1 Mod Releases
In addition I'm just imagining having to get telemetry data from ground tracking stations or something. In addition to other problems. I have no problem with automated launch programs, as long as automated launch in question presents challenges in its own right. -
[WIP] Bahamuto Dynamics (Dockable Fairings) 11/5/13
betaking replied to BahamutoD's topic in KSP1 Mod Development
looks like a good pusher-escape system model. -
[0.22.X] BobCat ind. Historical spacecraft thread
betaking replied to BobCat's topic in KSP1 Mod Releases
what about Apollo applications, or some of the other never-done american spacecraft. -
I apologise for my earlier post, it had a poor tone in it, kind of bossy and dumb of me. Is there any chance however, that this mod could possibly be made as to rely off of scientific/sensor information rather than like the data in the game iteslf?
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[0.20] RemoteTech: Relay Network – V 0.5.0.1
betaking replied to JDP's topic in KSP1 Mod Releases
this needs to be integrated with kOS. preferbly with it so you need actual sensors on the craft, not getting variables from anywhere but the game itself. -
This needs to be integrated into probe cores and possibly just standard ASAS modules. as a mere 1m module is too small/too cumbersome to fit in a lot of the designs that this would be best suited for. Also: Remote-tech 2 needs to have this integrated into it seemlessly.