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Everything posted by NoMrBond
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Should "Lander Cans" be nerfed for 1.0?
NoMrBond replied to Tex's topic in KSP1 Suggestions & Development Discussion
Heh, yeah, they remind of John Glenn's joke, you didn't so much climb inside a Mercury spacecraft as put it on. I don't even know how they get their helmets in there -
I'm watching you, Wazowski. Always watching...
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Should "Lander Cans" be nerfed for 1.0?
NoMrBond replied to Tex's topic in KSP1 Suggestions & Development Discussion
Give them higher drag at least, so they would need to be covered by fairings while appropriate Perhaps lower thermal resistance if the increased drag doesn't solve this alone (since more drag should mean more heat?) Since Kerbals can't get cramped, or get cold, and there's no real way to simulate the misery of using a short term capsule for long term occupancy though unless you wanted to do something crazy like limiting timewarp with lander cans so it was only practical to use them for short (ascent/descent) sections but impractical otherwise (but you could timewarp on the ground for example)? -
Turning that on is what docking mode should do
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How should Reaction Wheels work?
NoMrBond replied to Supernovy's topic in KSP1 Suggestions & Development Discussion
Reaction Wheels should work best at the CoM (also their force should apply at their location), RCS should work best away from the CoM Reaction Wheels should build up a waste resource (say Momentum?) which slowly decays, however; The amount of Torque available from the RW should go down as it becomes saturated The power draw of the RW should increase as Momentum saturation increases The RW should continuously draw power until the Waste/Momentum is depleted The amount of force they provide should be looked at too, RW's should be about keeping a vessel steady, not providing free breakdancing capabilities -
Two Separate Joysticks?
NoMrBond replied to tstehler1's topic in KSP1 Gameplay Questions and Tutorials
I mapped one of the joystick side hat's to IJKL and the throttle side index-switch for HN using the control software, this let me right thumb the translations and hit forward/backward with my left index finger This was previously on an X45 though (R.I.P you glorious desk real estate stealing beast), I'm assuming this will still work with the X52 (probably better if the layout was improved). -
Animations for Jet Engine Intakes
NoMrBond replied to SpenSpaceCorp's topic in KSP1 Suggestions & Development Discussion
Perhaps more generally, support for these sorts of (continuous/while-active) animations, and multiple animations per part. -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
NoMrBond replied to girka2k's topic in KSP1 Mod Releases
I wouldn't think so if the welding is generating a composite part using MODEL{} calls -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
NoMrBond replied to girka2k's topic in KSP1 Mod Releases
Maxmaps approved -
No Suitable Second-Stage Engines
NoMrBond replied to ShermanPVK's topic in KSP1 Suggestions & Development Discussion
We should start playing the death knell for that one right now -
No Suitable Second-Stage Engines
NoMrBond replied to ShermanPVK's topic in KSP1 Suggestions & Development Discussion
It will be interesting to see what the mass flow ISP correction and subsequent balance pass by Ted do to all the stats Lots of changes coming -
Structural Wing Type E
NoMrBond replied to Drunken Hobo's topic in KSP1 Suggestions & Development Discussion
I know you're not asking for a mod, but B9 PWings might interest in the meantime [There's always DYJ's classic PWings too] -
Female kerbals and the original 3
NoMrBond replied to RainDreamer's topic in KSP1 Suggestions & Development Discussion
Where's Elon Kerman at, and will he sell me a recovery barge? -
Female kerbals and the original 3
NoMrBond replied to RainDreamer's topic in KSP1 Suggestions & Development Discussion
To crib my own earlier suggestion from reddit, add a new three for 6 starting Kerbalnauts (in Sandbox) In Career you get three, assigned randomly for each of the three Roles (perhaps have the other three hireable in the Astronaut complex at a certain reputation?) Val; For Valentina Tereshkova (Pilot) Sally; For Sally Ride (Engineer) Helen; For Helen Sharman (Scientist) Val, Sall and Hel to compliment Jeb, Bill and Bob. -
Dealing with long term missions
NoMrBond replied to RiggerLee's topic in KSP1 Suggestions & Development Discussion
FMRS does this, but it might be kind of unwieldy for your purpose Perhaps consider Kerbal Alarm Clock so you can get notifications for your flights and switch back to them when they need attention? -
Is a physics engine rework planned?
NoMrBond replied to TerraSleet's topic in KSP1 Suggestions & Development Discussion
Unity 5 is now onto Release Candidates so hopefully there will be relief coming on this front soon. -
New Aerodynamics -> New parachutes please
NoMrBond replied to KerikBalm's topic in KSP1 Suggestions & Development Discussion
The code to support this is already in the game, you can alter it by adding/changing the deploymentSpeed characteristic, all that needs to happen (for existing chutes) is adjusting this to spread the deployment force out a bit. [Or get this MM patch]. Agree with wanting to see larger (size=2/3) chutes and braking drogues which don't disappear on contact with the ground Braking chutes could be done by adding a toggle for the chute autocut feature which switches it between vertical speed (default behaviour) and horizontal speed (for landing planes, or stopping dragracers ) While we're wishlisting, maybe an airbrake part as well please -
Unity 5 [Is now available]
NoMrBond replied to NoMrBond's topic in KSP1 Suggestions & Development Discussion
That's a bummer, standard 2, 4 and 8x all work for me (with program settings>ksp.exe>antialiasing mode> override>setting) [Edit]As a side note there, none of the non-standard (Q/Quincunx) settings or 'enhance' worked for me, only mode override to 2/4/8 (and not 16x). [Edit2] The force override doesn't work (at all) if I change it after launching either, maybe it needs to hook in at launch? Maybe FXAA would work for you if the standard mode overrides don't? -
Unity 5 [Is now available]
NoMrBond replied to NoMrBond's topic in KSP1 Suggestions & Development Discussion
I'm not sure what the current issue with DX11 is for KSP, sometimes (for me) it runs fine, other times everything goes pink and horrible. I'm not sure if that's just straight up Unity 4 DX11 problems, or some interaction between the KSP shaders and U4/DX11 implementation but if that could be fixed, yeah, yes please (plus eventually DX12 support). I'm forcing AA with KSP/OpenGL via the (nVidia) driver panel which seems to work fine (I'm assuming the CCC gives you the same options), runs noticeably slower than DX9 mode though. Don't recommend changing your Aniso/AA force/override settings etc while KSP is running though, yikes. -
Folders for craft load screen
NoMrBond replied to Vector-5's topic in KSP1 Suggestions & Development Discussion
Can't you just untick the 'allow stock craft' option to have these hidden? -
Unity 5 [Is now available]
NoMrBond replied to NoMrBond's topic in KSP1 Suggestions & Development Discussion
I assume so? The list of fixes in the release notes looks a little long so there's no real sign of how many candidates there will be Unity 5 will ship with DX11 support, DX12 support is expected to be released with (or shortly after) Windows 10 [Additional Unity blog about DX12] I'm not really sure what the new Enlighten illumination technologies will offer for KSP