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Oznerol256

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Everything posted by Oznerol256

  1. The fuselage height above the ground is different from plane to plane. It mainly depends on gear placement. This in turn mainly depends on the stability of the aircraft. It has to be stable enough not to fall over, but the aircraft should be able to rotate for takeoff. At the same time a ramp that does not meet the ground is not very useful (cant drive rovers inside). Therefore ajustable height will be important. Idea: Make the ramp not open to a fixed angle but instead open until it hits the ground (with a max angle of course).
  2. Well, the plugin appears to be written in python. So you would begin by learning some python. Dont go too far though. You dont need to be an expert for something easy like this. Instead, learn how to interact with KSP in python. Also, try to find the error that stops this plugin from working. Maybe it can be fixed easier than you think.
  3. It is based on the order in which the parts are added to the craft. See here for explaination: http://forum.kerbalspaceprogram.com/threads/64362-Fuel-Flow-Rules-%280-24-2%29
  4. I tried the mouse output feature of FreeTrack a few days ago. Didnt work so well (mouse is too insensitive in ksp). It also only allows for 2DOF. So yeah, im going to install this once it is ready.
  5. You guys realize that you can adjust how many simultaneous light sources unity renders? It is the "pixel light count" slider under graphics. Try setting it very low and you will see how excess lights are handled. Say you have 4 lamps on your spacecraft, and the pixel light count is set to 3. Then unity will render the first 3 lights as you expect, with a nice cone of light spreading out of your lamp. However, the fourth one doesnt. Unity cant render the light of that lamp because you set the maximum amount of lights to 3. So, unity does a little trick: It just makes the whole area of the excess light brighter. Try it on the launchpad. You can change the pixel light count on the fly (settings in the escape menu). Then turn the lights on one by one and you will see the dramatic difference when you turn on the first excess light. Obviously, a high pixel light count makes a lot of lights look amazing. On the other hand, one might try to exploit unity's trick to light up a large area using very few lamps.
  6. MacTee, you are kidding me. This piece of software is fantastic. One of the best tools i ever found for any game. Intelligent management of mods including the "special" ones. I couldn't believe all the amazing stuff as i read the features list in the readme. Apart from that, i found a typo: When you try to uncheck a red mod, the message says: "Cancel - Abourt unchecking."
  7. Then they shouldn't clip through the terrain. Instead they should insert the shock into the ship. If strong enough, the ship will get ripped apart. As it does right now. If you land hard enough, the ship will get damaged. Nothing should ever fall through the ground.
  8. Okay, at fist glance 0.23 has fixed the landing legs. They are much stronger now. It is now also possible to lock the suspension. I was able to land my skycrane from the first post using 4 legs. I just have found one bug. If you hit the ground hard, the legs may fall through the terrain.
  9. Just install or download 7-zip and extract it. It is open source. Nothing to worry about. Far better than any closed source stuff like WinRAR or WinZip that keeps spamming you with ads.
  10. So you didnt. Well technically you did but you aren't able to make a modular base with that because you can't move the modules. I really hope they fix the landing legs. They are so weak now. Look a this: The ship weights 15 tons. Really? 4 heavy-duty legs can't hold that?
  11. Did you actually manage to design something for ground based docking using I-beams?
  12. I hope they are not only going to make the suspensions tougher, but also tweakable. That would allow for heavy bases as well as a nicely compressing suspension on lighter crafts. Of course, the heavy base's legs wouldnt compress at all (in order to keep the built height) but that's not a problem. I am used to non-compressing legs. I can land my modules in a way they survive.
  13. Cool thing. I just have one problem with it: The struts that are left on the module add another 6 unneeded parts. That is easily solvable by not connecting any struts to the actual module but instead adding some detachable stuff to attach the struts to.
  14. Actually, i don't have a problem with the old saves not being fully compatible. I don't care about old ships getting their legs raised with the update. Most of the ships will actually not get damaged by that. Even my prototype base on Kerbin survived it. However, weak suspensions are a completly unrelated problem. I can't build any heavy lander with them. Im not even talking about bases.
  15. They are not awesome at all. In fact, i have found the LT-2 legs to be far too weak to be used for anything at all, at least on planets with some gravity. Mun or Minmus might work, i didnt test it. I just don't want to launch something that got such a test result: http://forum.kerbalspaceprogram.com/threads/53664-New-Landing-Legs
  16. Not centered? What is not centered in that craft? All parts have been attached using symmetry. Download the craft file and take a look at it. Its completly symmetrical.
  17. Do you really think that kerbals shouldn't be able to build landing legs that are capable of holding more than 250 kg? Edit: Also, do you really think these legs are overloaded?
  18. I didn't notice that but i also never had a problem with the old landing legs. While features like that are good and i don't want them to be removed, the legs still need to extend all the way after the landing. The travel should also me lowered or the engines aren't protected properly. I actually think that protecting the engines is the only reason to use legs on most spacecrafts (modular bases being one of the exceptions).
  19. As you already have noticed, the problem is very easy to reproduce. My craft with is kind of complex with the base modules and the weak engines and stuff. No need for such a complex craft to demonstrate the problem. Despite that, if you really want to mess with my craft, here is the link: Mediafire Download
  20. Im used to categories since i use the Subassembly Manager a lot. I don't think im gonna uninstall it until the stock subassembly manager learns how to organize subassemblies in categories.
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