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artao

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    Spacecraft Engineer
  1. That's what I've done as well. The cool thing is that you can turn on/off the bits of KCT that you want. As such, for this career at least, I've turned off everything but the simulator. It really integrates well with the vanilla game, I think. You have to pay per time-segment, and more complex craft cost more and more. Saves the time and trouble of going into sandbox mode. Now I've turned off revert, and am considering turning off quick-save. I really should turn off quick-save. I think I'll turn off quick-save.
  2. I see. Interesting. Thanks. ... ... I sure hope some work goes in soon to putting together some up-to-date documentation. After the changes that 1.1 will make, of course. One use I DID find for them was to build a make-shift ladder out of two of them so the pilot could get up into the ground-craft after being on the surface that was before I'd unlocked ladders. I put them upside-down so the mounting struts served as ladder rungs. Side Note: o.O .. why are ladders so far up the tech tree? the stock tech tree often makes no sense to me. next game I think I want a modified tech tree with logical progression. starting unmanned and with basic planes. might hafta build it myself tho, cuz I'm not seeing any mods that only alter the tech tree without adding other stuff.
  3. D'OH! I didn't even realize those were buttons. Thx
  4. I would also like to nominate Kerbal Engineer .. or at least the craft building information, in particular. but the other in-flight windows full of important info would be very very nice to have as well. I ALWAYS put Kerbal Engineer Redux and Precise Node in every install of KSP that I have.
  5. As per the thread title. Looking for a tutorial or manual or something that explains the thermal system and radio system. I'm unlocking tech level 5 blocks in my career now, and have several radiator parts, but have yet found no reason to use them. And I'm only vaguely understanding, if at all, how to use them. The same for the antennae. I understand they have ranges and various powers and transmission rates, but is there a more in-depth explanation of how the system works? That's about it really.
  6. As per the title, nothing else to say really. It'd particularly be useful to simply see the keyboard assignments in-game.
  7. I installed and ran it with my current career, and it seems to be working fine. However, it doesn't pick up anything that has previously been done by your Kerbals .. and auto-awards events as Final Frontier sees things. As such, the next Kerbalnaut you put in orbit will receive the First Kerbal in Orbit ribbon, etc. And altho you can assign ribbons yourself, there are some (such as that mentioned) that are not available for manual award. The variety of available ribbons is pretty cool tho, and seems extensive. I'm pretty early in my career, so I was quickly able to go thru and give all my Kerbalnauts an appropriate set of "beginner" medals (such as giving them their Wings for flying a plane in atmospher, or being a Qualified Operator (aka went thru pilot school) etc ... No place to enter manual notes tho .. at least not that I could find. An odd omission is that it doesn't show a Kerbalnauts "class" or skill level. .. Dear Nereid, could you perhaps look into that? of course, YMMV
  8. Now that the game is a full, not beta- 1.x release, I would expect save games to be compatible across releases, yes. It was in beta for so long, I think we all got too used to just re-starting with every new release. But now that it's an official full release, I think we should be able to expect more. Having to re-start a career after putting countless hours into it really can suck .. particularly for people new to the game, that haven't experienced the dev cycle which broke saves. That's acceptable during alpha and beta phases, but I don't think it is after that. That said, the fact that it's switching over to Unity 5 may very well, in and of itself, break game saves. I don't know. If that's the case this time, I'd understand. But once it's in Unity 5, I'd expect saves to remain compatible and stable throughout updates.
  9. I'll just leave this here. Each episode is several hours long, and there's 971 episodes! https://archive.org/details/ote
  10. Loving this addon! Thank you. I'm wondering if there's a way to change the font color or add a background color to the HUD display, as very often -- particularly when flying planes -- the HUD text is un-readable. If not ... pretty please?
  11. Yes. Sorry about that. Somehow in trying to replace the batteries in my keyboard, I accidentally submitted the message prior to inserting a link to the video. I tried to post images linked to my Steam screenshots, but they were FAR too large and got cut off. So I'm working on uploading smaller, friendlier images to post. Soon.
  12. Here's a couple ... cough .. .. uh ... "simulation runs" in my current career in KSP 1.0.4 (my mic is too low, I'm aware -- and i've fixed it in subsequent videos) In the current state of my SPH I'm limited to 30 parts. The plane is built from no higher than tech level 4 parts. All stock. Well, ok .. it contains a MechJeb and Kerbal Engineer. The former to have SAS (Kill ROT) when being used by a non-pilot, the latter for flight-data UI integration. Kerbal Engineer SHOULD be stock IMO, and I think MechJeb is integrated into the Tech Tree pretty darn fairly .. but they still don't change the base gameplay. They're just flight computers for data display, flight planning, and execution) The plane was built to fulfill visual surveys at-altitude, EVA, and surface scan contracts. The career is vanilla, outside of some interface mods -- as you can see. I've installed nothing that changes gameplay, just the UI, some graphics improvements, and community bugfix mod, MechJeb, and Kerbal Engineer. NOTE: I have since modified this plane to correct for the poor take-off and landing performance. It is now MUCH smoother on take off, in particular. No more sudden rotation into flight, with full pitch-back applied. Now it just smoothy interfaces from ground to flight with virtually no input aside from steering So this is quite possibly the most pleasant to fly plane I've ever made in KSP. It prefers a nice, smooth, gentle turn, and automatically wants to softly level back out of a proper turn. However, it also has incredible stall characteristics. In a flat spin it wants to go nose down with wings level, with your hands off the controls, then you just pull out of the dive and crank on the engine. It maintains maneuverability at incredibly low speeds and in incredibly high stall conditions (particularly with MechJeb or a pilot with SAS) Here's the vid of a those "simulation runs" with this plane, in career mode; trying to complete a contract step. Images forthwith. (Yes, my mic is nigh inaudible. Sorry. I've already corrected that, in subsequent vid(s). Jump directly to the beginning of flight to skip all the (inaudible) explanations and configurating .. https://youtu.be/kj0Sx-fymP4?t=14m23s .. And here's the images, as promised. I hope this works better. 800x450 rather than 1920x1080 EDIT: I can't get the images to show up, no matter what I do ... they're only 100k in size. didn't work from either my Google Drive or from Imgbox EDIT EDIT: Thanks Rune for cluing me in in the post below ============================
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