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TheReaper

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Posts posted by TheReaper

  1. Good idea.

    True, I would also add:

    1 Lighthouse should be located not less than, say, 10% of the border planets, satellites generally prohibited.

    2 The ship should carry the same lighthouse, or jump from the vicinity of the current (1 - 10 km.).

    3 between the entry point and exit point must not be obstructed. Otherwise HytlerCaput. That is, if in the midst of a planet or a satellite of the route of the ship remains tortilla.

    Translated by Google from Russian.

    we have the lighthouse , its called jump beacon which is alrleady included

    for the 3rd part, you do know that jumping doesnt mean moving from point A to B in a straight line, so path obstruction is BS .

  2. Hello guys,

    so ive been making some spaceplanes recently and ive noticed they all tend pitch up or down even if the plane was made almost 2 dimentional, i think its becouse of landing gear though ( it didint happen before with landing gears and near only affects aerodynamics (as far as i know - no vaccum physic improvement- ) maybe its a bug but its a report and question for another story and another time - unless you faced the exact same problem ,please share info-)

    now the stock landing gear is out of game physics along with other parts i was hoping if i can do the same thing for b9 landing gears that i generaly use, is it possible ? if so how?

    Although these seemingly physicsless parts do affect aerodynamics and my center of lift slightly ( becouse i have NEAR installed) any chance to make these parts and the b9 landing gears also immune to NEAR aerodynamic detection as well as gameplay phyics calculations for mass.

    Thank you

  3. Sorry Reaper, you're logic dosn't quite fit.

    Never sought your understanding. Think better, i didnt put any secret passwords or something. not like we are talking about triangles. oh...

    Well then..

    http://i.imgur.com/G3Q4GTz.jpg

    Someone wanted some better-than-stock Mk3 parts, I link a promising (and current) refit/expansion and am met with a resounding 'eh, I don't want that, I want Porkjet to do what he said he doesn't want to do'.

    Screw the lot of ya, then.

    this can be named anonoying as helpfullness can be named futile work... we are just stating our opinions on what we see, and if you read carefully i didnt say it was bad infact i pretty much implied that its going to be great.

    Ä°m not mad on anything or something, accusations on missunderstandings are quite common.

  4. i checked mk3 , it can be really nice,in nazari we trust, but its currently beta and looking at its current situation its worthless. cannot be compared with this mod, give it sometime after it gets rid of beta state curse, ill give it a chance, really loking forward for 1.4 here though

  5. i agree its quite annoying , and to all smarties who go like o.O why dont you go straigh for carrer instead , he did stated roleplaying, also after all science unlocked its still not sandbox since you may wantot build overbuilt over expensive stuff which will ruin your day once you keep getting blocked by funds, why not only science and not career you may say? that part falls to personel preferences, i think RnD and Mission controll should be unlocked as well in sandbox, their screen sountracks are quite inspiring.

  6. i agree with adding some other resource or something or making it take huge amounts of electricty like 100.000, seriously 10k is just too easy. especily with mods. with these ways jumpihng can be made harder but please... restrictions and uncertainties, ( no jumping if where or what or maybe you end up not in the place you want BS etc..) its just not how it works. although a simle electric charge increase to at least 50.000 , working surface jump module, better modelling and graphic designs is all that this mod needs, i m hoping for improvements on these subjects in 0.6

    thanks again for the awesome mod.

  7. Hello,

    Thx for this great mod.

    I think the sky in kerbin is a little too blue : it is near from a dark glowing blue. Does anybody know how to change the sky's color ?

    Sincerely.

    press ALT+N and play arround. just remember to save before you start playing arround.

    edit:page 67, i made a post solving my problem but it contains info on yours as well. you can decrease the blue effect manuelly on the correct layer if you like, but i suspect the same thing also controls the cyan horizons(the part where sonic saved us from white horizons) , so dont go extreme.

  8. Two quick questions:

    - Is this ready for the newest KSP version?

    - Are there still those ungodly and annoying glows around airless bodies which look like atmospheres?

    glows arent annoying and when done right and when there is no problen on your end they dont look like atmospheres they fade as you get close you wont even realize it, glows are an undeniable gift to visuel pacts, just deal with it

  9. Wondering if anyone here has gone from using FAR back to stock aero?

    I enjoy using FAR for the realistic atmo behavior however I find it simply too easy to launch things. I build a lot of lightweight payloads (probes) and as a result it is too easy to launch them to the farthest corners of the kerbol system. I rarely ever require anything greater than 1.25m parts and even then a couple of the longest KW 1.25m tanks stacked on top of each other is enough to fling a probe well beyond Eeloo orbit. The only time I go to 2.5m is because my payload is too bulky to fit in the 1.25m KW fairings, so I use 2.5m launch stage to match diameters. 2.5m launchers are way overpowered and I can lift giant payloads into orbit with ease. I have never ever built anything close (including space stations) to needing 3.75m parts.

    With stock aero it may not be as realistic but at least the extra dV required to get to orbits means I get to build bigger rockets. With FAR I find myself sometimes building things inefficiently on purpose just in order to have bigger rockets and use more than 2 stages to get to Jool. Things like deliberately building poorly balanced stages, launching with tanks half full, etc. I find I can just play within the spirit of FAR if I continue to make sure my payloads all fit within fairings, use realistic launch profiles (no straight up to 10km then 45 degree turn) and make my rockets look like rockets (no asparagus pancakes).

    I tried playing with the kerbal ISP difficulty thing and tried the setting that penalizes your atmo ISP to make up the difference, and still require 4.5km/sec dV to get to orbit. However I found it a little subpar because you get an enormous ISP penalty for the first 10-20s, then the same old FAR after that. It makes your stages very unbalanced because on the ground your engine is unbelievably inefficient but as soon as you cross 10km or so the inefficiency dies off very suddenly as the ISP ramps up to vacuum levels.

    Not really interested in playing RSS scale KSP as I believe it interferers with some mods I want to play with and I do not want to get bogged down in playing the incompatible mod game.

    Just curious if anyone else has run into the same thing I have? Is there another solution to keep playing with FAR but make it harder to launch to orbit? I am not bragging about my rocket building skills but I tend to approach it with some realism i.e. weight savings on payloads is critical and they should be as small and light as possible to get the job done. I guess I have gotten a little too good at that :).

    Ruahrc

    there are some mods from ferram 4 , that adds isp limitations and others to make it more chalanging.

  10. toolbar and kittopia tools work fine its more than likely something not updated right. i have both those installed and have no problem running 64x with 160 mods right now.

    remember whenever u update a mod even if they dont say to delte the whole mod and reinstall to make sure u dont wind up with double files

    160 mods? dude...

    anyhow, i have x64 and this mod it all works just as intented, re install cleanly if you have to and do delete previous versions even if install read me files dont tell you to

  11. Oh, that is so awesome but it drops my fps critically. Even the low quality version=(

    It's very strange. I have about 12 gb of RAM and I thought that it'll be enough to play KSPx64 without Acvtive Texture Manager...

    i sometimes have the same problelm ,sometimes i get low fps with low, sometimes i get no lag with high res.. i dont thin its with this mod, i tested stock ksp and it sometimes had low fps as well.

  12. Out of curiosity are you hitting these speeds with FAR and DRE installed or on stock?

    obviously stock, with far your acceleration really slows down when you hit 1600s. given time patience and ambition,and engineering yeah you can reach 2000s, (with far, i doubt DRE will alow much fun with this) in stock you accelerate non stop to 2100s so easily.this speed is achived even with the dumbest planes

  13. Reached 2132.3m/s with this baby. The design is clearly the SR-71 only with some changes. BTW is it natural to flame-out at 26-27km no matter the amount of intakes you put on your plane?

    pure wrong, add more intakes, by more i mean a lot more, 1 or 2 intakes wont make much difference when air gets thin, when you look at my designs you can clearly see one of my signatures: abused air intakes :D , i once made a plane so filled with air intakes it with turbojet engine worked above 40 kms, i was able to reach orbit of 350 kms. could have pushed a lot higher but i had to cut the testing.

  14. how did you attach the air scoops? octocube struts? added stack nodes? the jets already have Ka intakes. Cool looking ship!

    yep the octocube, i made more images for in game usage rather then perspectives in hangar (now it was a v2), its totaly awesome, if you dont like the recources you can s easily edit all the jet engines to use lf , intake to keep forever.

  15. I just downloaded the new version for .24.2, but all of the spaceplane plus wings have completely disappeared? Even in sandbox mode, they don't exist!

    what new version?

    - - - Updated - - -

    Well, the strange thing is FAR didn't had any effect on the plane shown above, so it flew as if FAR wasn't installed. This issue was however limited to non-stock parts; a plane made entirely out of stock parts, responded to FAR very well. When I replaced ModuleManager 2.2.0 with 2.2.1, the problem was gone and every part is now subject to FAR. Don't know exactly what changed though ...

    do you have sp+ far cfg file in the install dictionary?

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