Photonically
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Bottle Rocketeer
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This is a wonderful project! Huge thanks to NathanKell for making the game feel like proper space flight, not launching toy rockets (as fun as that is) A couple of things I wouldn't mind seeing on the realism front would be a nerf of the magic reaction wheels (well, I could just turn them down in the configs myself, so it's not really that important), and also of the Kerbals' EVA suit jetpacks (if that's even possible). Looking forward to whatever Nathan (and other modders) have up their sleeves for the future.
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One thing which puzzles me slightly about the (awesome) science system is that if you take a crew report from orbit, only the height matters, whereas EVA reports yield a different result for different biomes below. I personally think that the other way round would be more logical - sure, it makes sense to want reports from your astronauts as they fly over different parts of the planet, but to they have to get out of the ship every ten minutes to do so? They have windows after all, and surely better instruments on board. I'd have thought an EVA report from Kerbin orbit would be mainly a test on suit function and effects on the Kerbal body, which would be the same regardless of whether the brave kerbonaut sees blue or green when he looks down. I also think that EVA (when not landed on Kerbin) should maybe only be available after researching the 'Space Exploration' tech, but this could very well be planned anyway. Maybe Kerbals could eventually get an older-style spacesuit model until you unlock EVA-capable ones.
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I love the new science system, but my minor suggestion would be to reorder the starting science parts: I'd move the goo pod and materials bay back each back a tier, and move the thermometer to where the goo was; it seems to be the smallest, lowest-tech and least useful of the three, so it's a bit odd that it's apparently considered more advanced. And perhaps allow usage of the thermometer in space, maybe even with every 'high above' location counting as the same experiment, just to avoid the 'you can't use that here!' message; surely how it reacts is space is worth a few science points.
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RLA Stockalike v10 released 11th August
Photonically replied to hoojiwana's topic in KSP1 Mod Development
Maybe one option would be do away with the 1.25m clusters and add a generic 1.25->4x0.6 adapter to the Stockalike pack? -
FAR and the cargo bays aren't working properly for me - objects in the HL bay are permanently labelled as shielded, regardless of whether the door is open or closed, whereas stuff in the S2 and S2 Widebody bays is always considered unshielded. Also, the Mk1 Raised Tail has the wrong model definition (Normal instead of Raised)
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I seem to remember that automatic engine shrouds were planned and modelled, but there were issues holding them back? Several other mods have now got shrouds working properly, so I'm sure there'll be many modders willing to help you fix any problems if you ever consider adding them again.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Photonically replied to ferram4's topic in KSP1 Mod Releases
Rockets do seem a bit overpowered with this mod - if I'm just launching a satellite or small ship it's hard to build a rocket which isn't an SSTO. I suppose that's unavoidable when realistic physics mesh with KSP's unrealistic scale, so I wondered if nerfing the atmospheric ISPs on rocket engines would help to compensate. I don't know anything about modding - would a plugin to do this automatically be trivial to make (in which case I might ask for it in Addon Requests) or would it be easier to just go through all my engine cfg's by hand?- 14,073 replies
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- aerodynamics
- ferram aerospace research
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[0.24.2] Taverio's Pizza and Aerospace v1.7.1 (22/09)
Photonically replied to Taverius's topic in KSP1 Mod Releases
Love the new tapered wings Looks like the attach node on the small radial intake is bugged now - it floats a little way off whatever you place it on.