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Everything posted by Vorg
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Was trying to make a jet for a mission. A row if the second size tanks for the center with an LTV30 on the back, then 2 tanks, one each side with the basic jet engine. No parts between the center tanks and the side tanks and no fuel lines. The jets pulled from all the tanks including the center line tanks. But the rocket engine could only access center tanks. Also could not transfer fuel to center tanks.
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I like the green house addition. Reminds me of the movie Silent Running.
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parts [1.12.x] USI Exploration Pack - Small parts, big adventure! [v 0.6.0]
Vorg replied to RoverDude's topic in KSP1 Mod Releases
installed the MKS/OKS mod to check out for use with USIL and I see the rover parts from this mod in there. I'm guessing both these mods are due for a cleanup? - - - Updated - - - installed the MKS/OKS mod to check out for use with USIL and I see the rover parts from this mod in there. I'm guessing both these mods are due for a cleanup? -
Blue is normally harder for the human eye to focus. That's why "Blue blocker" sun glasses which are designed to block UV but also take out much of the blue spectrum make things look sharper. When your eyes get old, this is compounded. Any color blindness with blue also adds to the problem.
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Can we have an overheat warning dial/thing?
Vorg replied to _Jay_'s topic in KSP1 Suggestions & Development Discussion
Das found an alt-F12 option during the weekend that made parts glow as they got hot (not talking about the heatmap overlay), but I don't seem to find it now. -
Anyone know if they removed the debug glow option. Das during his stream showed a debug option that made parts start to glow when they started getting hot. not the heat map that changes everything to a heat color, but one that just adds glow like the engines do.
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One think I didn't like about the new resource scanning system. I don't like the instascan. I can understand it took too long to scan planets when requiring it to do the orbits. But seems to me that that could have been solved by just using a wider scan beam to do it in fewer orbits. Now it makes no sense to use a polar orbit when it can instantly scan the whole planet from any point in it's orbit.
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What does the new precooler do?
Vorg replied to QuesoExplosivo's topic in KSP1 Gameplay Questions and Tutorials
Might be good to attach a drill to also. would help keep drills cool?? -
[old thread] Trajectories : atmospheric predictions
Vorg replied to Youen's topic in KSP1 Mod Releases
With the aerobreaks, flaps and other new stuff in the mix, All landing predictions will be largely out the window. Shutes are opened when you are already nearly vertical over the landing spot. But the new stuff can be deployed at any time with massive effects. A lot of changes likely will be needed to keep these mods helpful -
I tried playing with this a bit tonight and ran into trouble. I was testing on the pad the idea of sending a ship up with a container that a kerbal could take to another ship while in orbit, move parts around and then take the container back. With KAS you had to bring an extra holder on the ship because you couldn't put them in containers and you needed one to mount a container on the other ship. The new containers can hold a mount, but with the new tool system, you don't need it. You can just bolt the container to the side of the ship to be worked on. Problems are: You have to hold the mouse button down to avoid going into placement mode if you want to put a container in a mount. As soon as you let up the button, you go into place mode and have to drop the container before you can get it back in drag mode to plug it in. Would be much better to be able to let up the button and then right click the mount to attach like KAS did. The other problem is when in place mode, you can no longer move your kerbin. Didn't try while still holding the mouse because that creates other problems. Once in place mode you can't move. SOooo, how do you move a container from one ship to another while in orbit? And without risking sending it flying off into space. Also saw another problem which has been mentioned. I dropped a holder on the launch pad and while I could still see it and even get a label to pop up with much work, I could no longer interact with it. I think it was just below the surface and because the pad has a grate, you can see through, I could still see it, but not touch it. And I agree, KAS and KIS really are 2 sides to the same mod.
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When/why do launch clamps disappear?
Vorg replied to GeneCash's topic in KSP1 Gameplay Questions and Tutorials
I include shutes with staging so they are opened at the same time. If still in range, they will help, though there still is the flaw that the shutes are removed by the game as soon as the ground is touched and if the part has to be laid down, it just falls over and blows up making the shutes usless -
When/why do launch clamps disappear?
Vorg replied to GeneCash's topic in KSP1 Gameplay Questions and Tutorials
I use stage recovery and noticed that while the clamps disapear, I never get any notice about recovery. Wondered if their cost was being recovered. -
Sounds to me that KIS will take over the majority of KAS and KAS will become a extra parts pack adding the pipe lines, wenches, ground anchors, etc.. Yea, would be nice for those who want both if it was combined. But some people may not want the extra parts. Just enough to be able to reconfigure with stock after launch
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Posted this in the KAS thread thinking I was in the KIS thread: I just dabbled with this for a few minutes, but it looks like the tech tree needs some rethinking. You can carry small parts in the command pod which would be right from the start before any tech advance, But you don't get the tools. You don't even get the tools till after you get the large storage units. Makes the storage modules nearly useless until you unlock the tools.
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I just dabbled with this for a few minutes, but it looks like the tech tree needs some rethinking. You can carry small parts in the command pod which would be right from the start before any tech advance, But you don't get the tools. You don't even get the tools till after you get the large storage units. Makes the storage modules nearly useless until you unlock the tools. Thought I was in the KIS thread not KAS.
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Need help capturing Class-E asteroids.
Vorg replied to TaintedLion's topic in KSP1 Gameplay Questions and Tutorials
When you latch ships, and RCS modules to a roid, Is it all treated as 1 large ship so that all the attached ships work together? Could in that case attach more then one ship with engines same as docking to a station. Also, What about using struts and parts from KAS mod to better secure ship/s and control modules after the claw latches on? -
I just tried the dev version 409 and using the translatron to set vert speed to 500 and Smart A.S.S. to keep pitch 75 for a couple of part test missions, after the test, I turned the translatron off and hit X to throttle the 3 jet engines back. But it was stuck at 100%. CTRL also did not work. It wasn't until I manually shut down all 3 engines that the throttle went to 0%
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Landing Strut Specs and what they can handle?
Vorg replied to Vorg's topic in KSP1 Gameplay Questions and Tutorials
Can any devs answer this? They came up with the specs. No one seems to know what they mean. -
Landing Strut Specs and what they can handle?
Vorg replied to Vorg's topic in KSP1 Gameplay Questions and Tutorials
That "Suspension Spring: The mass one leg can support ???" might be what I'm looking for. I think this new data was added around .25? Not sure. I know it is fairly new. The Align Foot Up might be the one that just swings the foot up instead of retracting. -
Something I ran into using wench/cable system on 2 craft in orbit.. The plan was to use the cable to pull the two close together and keep them together until I was done with the EVA's I needed to do. But when the cable is connected, both are treated as 1 craft and instead of the craft coming to rest against each other, they begin passing through each other and then wiping each other around by the cable. If at all possible, it would be nice if the craft could still be treated as two craft so they don't phase through each other.
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You know the saying when someone thinks it's something they do really well... "It's my middle name" Speaking of colored suits, Why are the first ~3 orange and the rest white?