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theonegalen

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Everything posted by theonegalen

  1. So: two mod configs for the SETIctt: 1. FantomWorks KAX+ Parts Pack //------\\ //---SETI-CTT---\\ //------\\ //---Tech Tree changes for FantomWorks KAX+ Pack---\\ //------\\ //---K-2 Kerbeye Cockpit @PART[FWKerbeyeCockpit]:NEEDS[FantomWorks]:FOR[SETIctt] { @TechRequired = subsonicFlight } //---KRJ/K400 Cockpit @PART[FWKRJCockpitCockpit]:NEEDS[FantomWorks]:FOR[SETIctt] { @TechRequired = subsonicFlight } //---1.875 Tail @PART[FWKRJTail]:NEEDS[FantomWorks]:FOR[SETIctt] { @TechRequired = subsonicFlight } //----KRJ Fuselage @PART[FWKRJFuselage]:NEEDS[FantomWorks]:FOR[SETIctt] { @TechRequired = specializedConstruction } //---Heavy Cargo Fuselage @PART[FWmedcargoFuselage]:NEEDS[FantomWorks]:FOR[SETIctt] { @TechRequired = heavyAerodynamics } //---Heavy Crew Fuselage @PART[FWmedcrewFuselage]:NEEDS[FantomWorks]:FOR[SETIctt] { @TechRequired = heavyAerodynamics } //---Cargo Ramp @PART[FWmedcargoramp]:NEEDS[FantomWorks]:FOR[SETIctt] { @TechRequired = heavyAerodynamics } and 2. Heat Management - heat sinks are in Heat Management Systems, Active Heat Management Systems are in Advanced Heat Management, and the radiators are in Specialized Radiators. This assumes that the radiators are the best for the job because they don't use EC and are better at getting rid of heat than the heat sinks. This is not balanced with other mods with radiators / heat management systems like Interstellar Extended or Deep Space Exploration Vehicles, which I am not using. //------\\ //---SETI-CTT---\\ //------\\ //---Tech Tree changes for Heat Management---\\ //------\\ //---Small Radiator Panels @PART[Radiator125]:NEEDS[HeatManagement]:FOR[SETIctt] { @TechRequired = specializedRadiators } //---Large Radiator Panels @PART[Radiator250]:NEEDS[HeatManagement]:FOR[SETIctt] { @TechRequired = specializedRadiators } //---1.25m Heatsink @PART[Heatsink125n]:NEEDS[HeatManagement]:FOR[SETIctt] { @TechRequired = heatManagementSystems } //----2.5m Heatsink @PART[Heatsink250n]:NEEDS[HeatManagement]:FOR[SETIctt] { @TechRequired = heatManagementSystems } //---3.75m Heatsink @PART[Heatsink375n]:NEEDS[HeatManagement]:FOR[SETIctt] { @TechRequired = heatManagementSystems } //---Active Heat Management System (1.25m) @PART[IAHMS125]:NEEDS[HeatManagement]:FOR[SETIctt] { @TechRequired = advHeatManagement } //---Active Heat Management System (2.5m) @PART[IAHMS250]:NEEDS[HeatManagement]:FOR[SETIctt] { @TechRequired = advHeatManagement } //---Active Heat Management System (3.75m) @PART[IAHMS375]:NEEDS[HeatManagement]:FOR[SETIctt] { @TechRequired = advHeatManagement }
  2. So the waypoints are drawing on top of UI and my ship. Is this expected behavior? I have to say, the custom waypoints are fantastic. I have initial 2% glideslope points 10 km either side of the KSC runway and it has made getting set up to land so much easier!
  3. I've now got it working by changing the settings to default the mod to on.
  4. I can't get it to work. I go to the chase view and press TAB and nothing happens.
  5. KCT integration is what I'm quite excited about! Thank you very much for the update!
  6. So, any chance of getting USI LS integration before US1 is set aside? This is the only thing holding me back from using US right now.
  7. ooooh. So many tempting techtree mods popping up recently.
  8. I've learned that :FINAL is usually not a great thing to use in MM, due to the likelihood of major errors if anything else that modifies the same part also using :FINAL.
  9. I have SETI and KS, but I'm not using any of the SETI contracts. On another note, I've made a mm cfg file to make the Fantom Works KAX expansion fit a little better with the SETIctt, but I see the SETI license is "All Rights Reserved." Therefore, I am not going to post it unless I get Yemo's permission.
  10. Wait, so what is StockPlus? I'm sorry if you get this question all the time. I searched but I did not find.
  11. Cybutek, I would like to request a mach readout in the Atmospheric subset of readouts that can be put into the HUD overlays. You are amazing for what you do with this, and I thank you.
  12. AVC says the version of CrewQ I have installed, which is the one linked in the OP, is for 0.90.0.
  13. I know that for me, as long as I can choose flight first, I'm happy.
  14. As a fan of Kerbal Construction Time, I'd love it if your simulation experience could tie in with KCT's built-in simulations in some way. Such integration would probably require careful balancing in order to keep from being overpowered, but I think it could be really cool.
  15. Is this compatible with the Crowd Sourced Science definitions?
  16. I want these parts, but I use Ven's Stock Revamp.
  17. This makes me want to get the Saitek Multi Panel and set it up to control this like an autopilot with FlightPanels.
  18. I am always looking out for more piston engines and turboprops tuned for different functions. For example, the KAX radial engine could be like a P&W Double Wasp - big, heavy, and fuel-guzzling. Therefore, there's room for a stock/KAX-styled Rolls-Royce Merlin analog - smaller and less powerful, but also more fuel-efficient and a fitting engine for a smaller and lighter aircraft. Similarly, the KAX turboprop is most like the Allison T56, which powers the C-130, P-3 Orion, and E-2 Hawkeye. What would be very cool to have is something inspired by the Russian NK-12 - the larger and much more powerful engine with two contra-rotating propellers that powered the Soviet Tu-95 Bear.
  19. Hey, that afterburner mod might just be quite helpful! Now I'm (idly) wondering if maybe milpower should be lowered a bit and the afterburner boost increased for some engines.
  20. The problem here is that G-Force damage isn't instantaneous but additive. I would recommend you look into how Deadly Reentry does G-force damage to see how to do it.
  21. I'd love to see this updated for 1.0.2, especially with the body lift in new KSP. The flatter bits probably should lift a little better than the stock Mk2 fuselage.
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