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Photonically

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Everything posted by Photonically

  1. 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.
  2. 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.
  3. 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.
  4. I think it would be cool if reentry were considered a seperate situation for science tests - it makes sense that scientists would want crew reports and instrument readings from ships in reentry, and I feel any excuse for more sciency flavour text is a good idea
  5. 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?
  6. Very happy that KW's been updated again - I'm using the Soyuz-style tanks and fuel-containing adapters on just about every rocket now But, I agree with this - if I had a suggestion, it'd be a fuel tank adapter matching the stock 2.5-1.25 adapter in size (the KW one looks to be around twice that).
  7. Wow, this is an amazing plugin - Squad should definitely add this kind of feature to stock one day Hopefully the couple of gaps in supported stock parts can be filled soon - the one-man lander can's depressing grey rather clashes on shiny colourful ships Also can't wait for KW support!
  8. If you do include this feature, would it be able to handle jet engines with (long) warm-up times? Jets are a lot more suitable for VTOLs that don't run out of fuel in 30 seconds flat, but they do throw off Mechjeb's translatron a little too.
  9. Thanks, now they're shielding parts properly Opening the doors doesn't unshield them, which used to happen I think, but maybe that's due to their animation functionality being changed to one that FAR's not used to.
  10. 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)
  11. 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.
  12. 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?
  13. Thought that all that new content seemed a bit much for just an incremental update
  14. 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.
  15. Hadn't really paid much attention to this until now, thought it looked like it'd overcomplicate things, but now I've tried it I think I'll be sticking with it, great improvement! The little UAV I tried to make that couldn't fly properly at all now works fine Would it be possible for the CAS window in the VAB to stay closed if you leave it that way? A little bit annoying when it springs open every time I start a new vehicle. Also, the simulation tab on said window has a typo ('simultation').
  16. Was trying to hover around KSC with (Taverius' modded) jet engines using the Translatron module, but it seems it doesn't like engines with a warmup time - vertical speed keeps oscillating around the value I'd set, which made hovering and the nifty smooth landings Translatron can usually do rather difficult. Is there a chance engine response time might be taken into account in future?
  17. Wow, the work that has gone into this is amazing! Are there any plans for smaller one-man pods in future? Would be awesome to be able to make small planes/rovers/whatever in your great art style. Regarding the structural panels: the attachment nodes are currently on their sides - is there an advantage to this? I feel they would be more useful in the centre, as in the stock panels, as the panels are already radially attachable on their sides anyway.
  18. Impressive mods here - they manage to increase the options and technologies available without really feeling 'un-stock'. Looking forward to future development - I like those new resistojets! An unimportant suggestion related to the Radial Stack Extenders: if you place them on the curve of a 1.25m part the edges of the mount are visible and they look a bit 'stuck on' - maybe the model could be extended back a bit or perhaps curved slightly to make the connection look smoother? Also, if you need any more ideas for the Stockalike pack, 0.625m and maybe 2.5m equivalents to the stock Radial Attachment Point might be useful.
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