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xrayfishx

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Everything posted by xrayfishx

  1. Nobel prize to the one who answers that. I'm sure someone is going to post some shiny math to show you, but why the universe actually works like that, who knows? Edit: Ninjad.
  2. If you have updated to the latest version of KSP, you don't need a mod. You can transfer them pretty much the same way you transfer fuel.
  3. That's a neat idea. What's more, it would probably add a whole new world of glitches if used correctly in unintended ways (I'm sure there would be ways...) and along with other glitches, for example when the map mode doesn't predict a SOI change that is going to happen. Have some rep.
  4. I love making very complex launch abort sequences/modes. Some of my rockets have 6 or more action groups dedicated to aborting. It's mostly OK because I don't really use action groups for other things. Now, all of that is automated by SmartParts, which constantly, throughout the flight drop away with a stage (disabling the now obsolete abort mode), disable each other (to switch to other abort modes) and when the abort sequence is started, automate the whole process, from activating the Launch Escape Thrusters to detaching the capsule aerodynamic shell and opening the parachute to activating the landing slowdown thrusters. Creating, testing and improving the launch abort takes half the development time. My manned launches never fail, however. I have never had a Launch Abort on a manned mission, unless I've intentionally created a situation where it's necessary. Those abort modes and sequences never get any real testing. Just like in real life.
  5. There's one less psycho than we were promised. And there's a random Chinese dude.
  6. 1/10 I think I recognize you. Not entirely sure.
  7. Nah, I'm not really into swimming. Press button for apocalypse. No information on which kind of apocalypse, all you know is that you'll survive the beginning (as in, no chance you'll turn into a zombie out of the blue or get hit by a meteorite. You'll only have to deal with the aftermath).
  8. I don't think a landing is going well if that happens. And if you have any experience in KSP you'll see that coming before it happens. But if all you need is 30 more m/s, you can probably get that with better piloting. The other option is to build a better spacecraft. Of course, everyone can play as they wish, but what you're suggesting really seems like a cheat. It would be easy to land without using any fuel at all. If that's what you want, there's the infinite fuel cheat. Believe me, making a better spacecraft is more fun than using what you're suggesting.
  9. A mod that makes it weaker is the Realism Overhaul, but that comes with lots of other changes which you may not want. Also, I don't know of anything that would add torque saturation.
  10. Well, that's odd. I remember being able to change the action groups. The source code supports my memory, the action groups part is definitely there. In 10-20min my game should finish booting up and I'll tell you what I see or don't see. Edit 1: Experiencing weird glitches. Make that 30-40. Edit 2: Yup, the action group selector is definitely there. The problem is on your end.
  11. The idea is good, but I doubt anyone has all the necessary games installed. Can I use Farmville instead of Farm Simulator? It takes less time to get started there. Is the NFS MW (or was it Carbon) Cement truck an acceptable substitute for Truck Simulator (alternatively, can I use GTA SA)? I really don't know what to use in place of ship simulator. A boat in GTA SA? Does an F-16 work well as a cargo plane? I suppose those external tanks could be filled with wheat... To be honest, even if you answered yes for everything, I wouldn't do it. It takes too much time and wth am I going to say when I get caught playing Farmville?
  12. Yes, it's a tweakable. You can set it to activate any action group in the stock game. Which conveniently brings me to the following question: Could you make it compatible with Diazo's Action Groups Extended? My sophisticated abort modes with complex abort sequences tend to take up most of the action groups, leaving very little room for other things. If I had 250 action groups, I could make even more awesome abort modes/sequences and still have room for other things. Also, could you add a way to fire and action group if a part detaches or explodes. I want those complex abort modes to start automatically in case of a RUD.
  13. When it comes to staging, the SmartParts work perfectly fine for that purpose.
  14. This isn't the same. You still need multiple action groups for a single abort mode. I like to have several abort modes throughout the flight, all set up using smart parts, but I need a lot of action groups for that. What OP suggests could turn my 5-6 abort groups into a single one or two to three at most. If, however, SmartParts could make use of Diazo's Action Groups Extended, then OP's (and my) needs would be fulfilled by existing mods.
  15. Really? You didn't even know? The North Koreans have already landed there!
  16. No. Never. In fact, I would be happy if the joints were even stronger, because they are still too weak for Realism Overhaul purposes. I still have to strut my tanks to each other, I still have to strut my payload to the fairings. I have to do about as much strutting now as you had to do before the better joints.
  17. Could use some touches from a Grammar National Socialist and I'm not a brony either so 3/10.
  18. As of 0.25 there isn't a fix, unless you use mods. I don't remember any mods that will help, but I know they're out there because I have one of those installed (to clear any confusion originating from this statement, look at my signature). I will try to figure it out by looking at the names of my mods, but don't expect anything. Iirc the crew slots will be saved as of 0.90.
  19. 4/10 Lacks detail. Not really recognizable without text.
  20. This game is simple - draw, in MS Paint (or similar), an image of whatever the username above you describes. If above you is someone named Fish, then you paint a fish. After that rate the image above yours. A couple of rules: The picture must be made by you from scratch. You must not use parts of other images or whole other images in your post. Do not copy anyone's work or worse, claim it as your own. Do not draw anything offensive. If you were ninjad, accept your defeat. You may, however, remove your image, save it somewhere so you'll have it available the next time this person posts. This is important, because there's likely going to be a lot of ninjaing going on here. And of course, don't forget to follow the Forum Rules Any suggestions for improvements are welcome. I have no username to paint and no picture to rate so I'll leave the firsts for the players to come. Let the game begin!
  21. When KSP has had an important role in many of your dreams. One time I looked on the map screen and saw that a probe needed to be saved from colliding with Earth. So I had to go to the tracking station. With a car. On my way there I went to a FC3 gun store... to buy medieval weapons. That's KSP, FC3 and Skyrim, all in one dream. I actually think there was one more game, but I can't recall what it was or what its role was.
  22. I suspected that, but I hoped there might be some easy way to do it. Well, thanks anyway.
  23. I have a couple of subscribed threads, I would like to see a notification in the upper right corner when a new post appears in them. The email notification isn't very useful in my case and without any notification that feature just makes those threads easier to find, nothing else. More specifically, to avoid the possibility of having 150 notifications at once, it would only show one notification per thread. If this feature already exists and I just missed it, please tell me how to use it. Thanks in advance. P.S. If I forget about this thread, it's because of the lack of the requested feature.
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