Jump to content

Traches

Members
  • Posts

    345
  • Joined

  • Last visited

Everything posted by Traches

  1. I realize you're stressed; walk away from the game for a few days and have a beer or two. His mod is free and unnecessary for the game; very little is inexcusible, and you sound like a self-important jerk calling it that. Your request for a forum ban solidifies that notion.
  2. I think you're spot on here. More and more realistic science experiments would be awesome, but definitely the thing I'd like to see the most would be better and more accurate terrain.
  3. Fleet - if you right click on the engine there's an option to disable roll gimbaling. It can work to control roll, if you have more than one engine in a stage (engine clusters that are placed as a single part don't work.)
  4. Yeah, it's always awkward when you end up flying the wrong part of your ship.
  5. Floppy rocket causing SAS to go wild? Stick a probe core on a lower stage (mechjeb case works well!) and right click -> control from here before you launch. Your attitude reference won't be as affected by your rocket flexing, which will cause SAS to be more stable.
  6. Hyperedit is what you need. It's basically a cheat menu, brought up by alt+h.
  7. Just a heads up: You've got an extra "http://" in this link from the second post. Tripped me up for a second. Thanks!
  8. The rotation speed limit shot down a fun idea of mine-- an autorotating re-entry vehicle. I used infernal robotics to adjust blade angles, gradually increasing spin as much as possible without stalling. Unfortunately with the rotation speed limit, I couldn't build wings big enough to work.
  9. SRBs probably aren't the best way to increase your TWR in that situation-- they have terrible ISP, which means they add a whole lot of weight to haul all the way to duna for not a whole lot of dV. You may be better off adding some radial rockomax 24-77s or making room for a couple 48-7Ses and toggling them with action groups.
  10. I do them all the time-- there's a mod called enhanced nav ball that adds normal and radial markers. For a small change or when your orbital velocity is low, just burn at very low thrust and track the normal marker as it moves. (It's not the most efficient way though, as you're burning in a curve.) Otherwise, just tweak your maneuver node until you get the orbit you want.
  11. I'm poking goodhearted fun; I realize he's posted here before. You have to admit that the thought and effort put into his question makes this guy look like a go-getter:
  12. Maybe I've spent too much time in the darker corners of the internet, but there's no way y'all are this easily trolled. I feel like people on this forum would have a lengthy, in depth discussion with links to wikipedia and carefully crafted arguments on the possible uses of "tist on a bool" if I asked nicely... Edit: Anyway yeah, propfans are pretty cool. I'm more partial to turboprops myself though...
  13. Hey, sorry it's taking longer than I expected to update the tutorial vid. I'm going to do some research so I know a bit more about what I'm saying, and I'm going to plan it out and polish it a little more thoroughly (Rather than doing the whole thing in one take, going off a rough outline I'd written out a couple days before). In the meantime, I'll add some annotations to the original vid to correct a few things! Edit: Actually, I had a question: I think I understand the difference between CoL and CoP, but which does the blue marker in KSP indicate? I'm guessing CoP, because as I rotate a rocket in small increments in the VAB it shows up pretty far outside the rocket at times. Also, my "unstable rocket" wasn't quite unstable enough for my liking-- does anyone have a rocket that would work fine in the stock game, but reliably flips out with FAR? I may just take my original design, use the half-height grey tanks, and go up to 6 or 8 way asparagus staging. A higher TWR, lower CG, and more drag up high should do the trick...
  14. I made a guide-- linked in my sig. Hope it helps! The probe cores are now your signal processors-- check out the larger ones.
  15. Thanks for the input! I'll make some edits and re-upload. Hopefully I'll get it done by tomorrow. I was an engineering major for a couple years so I should know those things... It's amazing how quickly it disappears.
  16. I made a video trying to cover the basics of rocket building with FAR; hopefully it will help those having trouble with it. Please let me know if I need to fix anything! (Besides my rambling, that is.)
  17. KSP has always been the kind of game to punish stupid anyway
  18. You really think so? How often do you accidentally hit the other buttons in the pause menu? A single confirmation box would solve this problem anyway.
  19. You're having a hard time finding it because it's not officially released yet-- the forum thread is in the addon development forum.
  20. It's a small thing, but it's always been a pet peeve of mine when a game makes me click all the way back to the main menu to exit. KSP is a particularly bad offender: In flight -> Space Center -> Saved Game menu -> Main Menu -> Exit, with either a loading screen or a not-quite-short-enough animation between each. My suggestion is simple, and while I'm no programmer I can't imagine it would be difficult to implement: Add a "quit to desktop" button to the pause menu. That's all I have. Thanks Squad, and keep up the good work!
  21. +1 for SCANsat. It's very stable and largely bug-free; the "Why hasn't this been released yet?" posts in its forum thread far outnumber the bug reports. Check it out here.
  22. I'll agree with that. I'm guilty of almost always giving "There's a mod for that, it's pretty sweet you should check it out here[/url]!" in an attempt to be helpful, but I usually try to also discuss the idea and what it would mean for the game.
×
×
  • Create New...