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mythbusters844

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Everything posted by mythbusters844

  1. Whether this is fake, a bug, or actually real, that is pretty cool. I think UFO encounters would make for an interesting mod.
  2. Please tell me this isn't true...please. NOOOOO. I checked Wikipedia and it confirmed what you said
  3. I took this a really long time ago and it always manages to make me crack up
  4. It says I've assisted many engineers in trouble. Dang, it feels like I became part of the ground crew just yesterday.
  5. I agree. I think it would make it a bit more realistic. But something bugs me... How does a small visual impairment give you a serious disorder? I'm really curious, as I'm scared I'll suffer the same thing my dad has to go through every day. This really needs to be fixed before more people get obsessive compulsive disorder from that parachute. Saying you're "OCD" about a small visual detail because it bugs you is like calling someone a ....... (and it got blocked out, which strengthens my case, but it's the older term for "mentally incapacitated").
  6. If that skin is what defines the emissive, then maybe that'll make them work like they used to.
  7. With that logic air intakes would be in the aero tab. Oh wait... EDIT: In retrospect I have no idea why I said this. It makes no sense and isn't even funny. I agree, that would indeed make more sense.
  8. Hmm...interesting. Some basic testing of the engines shows that the way it's used in KWRocketry makes it behave like the stock module, but it seems like I could tweak it for my own purposes
  9. The Kerbal carried a booster inside your stomach and lights it off there. The exhaust burns through your stomach and skin and propels you to a height of one hundred meters, from which you fall and die (more). I post this post. What could possibly go wrong?
  10. "Philip Glass sucks. His music is just some stuff repeated over and over again." *goes back to listening to Justin Cyrus' 235898295th album that consists of 4 repeated notes with a poem being read over it*
  11. Come on, this is completely unrelated and nonconstructive to his original request. I agree, the loading messages got old after two months and it'd be great if we got some new ones. However, it'd be even better if the game's memory leaks were fixed (ex: tweakables currently leak memory) and if the age-old clickthrough bug with various UIs (including the brand new overwrite popup we got in 1.0), though this seems like it should be fixed with the UI rewrite of the next update.
  12. AUDIO { channel = Ship clip = CSS/Sounds/sound_badssrb volume = 0.0 0.0 volume = 0.001 0.2 volume = 1.0 1.0 pitch = 0.0 0.4 pitch = 1.0 1.0 loop = true }
  13. You lose 0.00000000000000000000000000000 000 0 00 0 0 1 mm. However, this can't happen since you cannot "lose" a measurement, so you-and the surrounding city-are immediately annihilated. I open KSP. What could possibly go wrong?
  14. Great mod, but I have just one suggestion that should be ridiculously hard to make (let's be honest here ). Basically, the chance of a launch failure is initially high but gets lower and lower as you progress through your save. In Sandbox mode, this would mean the time elapsed since the save was first started. In Career, that would mean how far you've progressed through the tech tree (if that's even possible).
  15. Got reminded of this thing I made when I tried making a Saturn V It took two days of strutting before the thing stopped bending on launch, but it still wobbled in flight. It took a week of trial-and-error before it flied satisfactorily.
  16. I agree with this being changed. Currently, engine emissives are tied with the part's temperature, as they have always been. As the part heats up, its engine emissive is animated to reflect that heat. However, the new 1.0 heat changes completely bork this system up. Now, the engine's heat is constantly transferred to other parts, so the engine doesn't start showing a heating emissive-or even overheating-until the engine has been on for a very long time. This makes no sense as the individual parts of the engine that are animated by the emissive (pipes, turbopumps, nozzles, etc.) shouldn't take so long to heat up and shouldn't conduct heat so darn fast. What I suggest being changed is that the emissives should use a separate heat value that uses the old pre-1.0 heat system. The orange glow is enough to signal whether the engine is overheating or not. The way my mod "fixes" this is by switching to the system that the ion engine uses, but that doesn't work in all situations.
  17. Alright, new update. BetterEmissives v1.1 -Tweaked the Skipper's responseSpeed to make it heat up slower (consequently making it take longer to cool down, like the jets) -Long awaited feature: Changed the config to automatically patch parts with no thermalAnim name differently, so ModuleManager will throw no errors (meaning that all mod parts should theoretically be compatible with this mod, other than weird quirks that require tweaking. An example of one of these quirks would be the Skipper's animation speed tweak in this update). Sorry if I didn't make this clear, but even with the responseSpeed tweak the Skipper's emissive will eventually become blue. It's just a side effect of how its emissive was made and how the workaround I use deals with emissive animations . The only way to fix this would be a custom plugin or a fix on Squad's part (unlikely) or to keep the mod from touching Skippers. Download: KerbalStuff Requires ModuleManager: Get it here Thanks everyone for your compliments. It really makes my day You can see full screen shots here: before: http://i.imgur.com/33zlqxi.png after: http://i.imgur.com/BdpXoVL.png Jet engine full screen shot: http://i.imgur.com/bYCidM6.png As you can see in full screen shots engines glow. However, the OP is more detailed and applicable than these full screen shots.
  18. Oh. I guess that makes it look more like a H2-LOX engine, nah? Joking-that-makes-it-seem-like-an-intentional-feature-because-it's-kerbal aside, even before 1.0, you could get them and the jet engines to glow blueish-white like that if you heated them up to almost overheating. You just never saw that in action because they didn't ever get that hot. But, with the hacky workaround that I used, the max throttle position corresponds to the max point of the heat animation, which is the blue glowing. They way I "fixed" it with the jets was by decreasing the response speed, but they eventually reach it and once they do they take ages to cool back down again. I might do that with the skipper, but I don't know if the advantages would outweigh the disadvantages. (By the way, if you think the blue jet engines look better than their normal emissives, tell me and I'll change it )
  19. I still have my old .22 or .23 heavily modded save lying around, in which I did this: Ahhh, memories. It was so fun. I remember making a N-1 but never launched it. I also made a Saturn V complete with a CSM (it looked like this) and LM, but I never even got around to launching it for the first time. I stopped playing it after .23.5 got released and made a new KSP_win folder, and never went back since it took 5 minutes to load every time, even with Active Texture Management.
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