Fueniker S.
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Everything posted by Fueniker S.
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Hello, glad for you to join us on the forum! To answer your question visit this link : I've used this post multiple times when creating my atmospheric vehicles, one of my most maneuverable planes was born not long after reading through it (pulled a constant 80g, made another that got ~300g from pulling out of a nose dive). Hope it helps!
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Fueniker S. replied to Ven's topic in KSP1 Mod Development
Nice work Ven, really love the new flatter docking ports. Will you by chance rework the bi-tri-quad adapters? Take the Saturn V, could we get an adapter that is just the bottom part with the engine "nosecones" that simply slips over the preceding part? Anyway, keep up the good work! -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Fueniker S. replied to Ven's topic in KSP1 Mod Development
The mod shouldn't cost you too much memory especially considering how it "replaces stock". IIRC it works by simply labeling stock as something unnecessary to load on game launch, and will only load the Revamped parts. -
That's great, can you use it only for a single site though?
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I wonder, is there any chance that a community member can make a dark theme, and have it added? I mean if the stock is white, and you change it, and then you have problems navigating the forum, you know how to revert the theme. Plus this is no longer just "anecdotal evidence".
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Toggle lock Fuel/RCS Tank ACTION GROUP
Fueniker S. replied to a topic in KSP1 Suggestions & Development Discussion
Great ideas, sounds like we need the Tweakables to be action groupable. Maybe even act as a way to dump fuel? -
i'm not alone!!! Yay!
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Well yes, that is how it affects me, and I didn't think of that language barrier. Would it be possible to include some sort of Google translate app that translates only the words on buttons and menus and such?
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That's good that the site could be moving software, and sumghai, some times staring at a white screen for too long is stressful on the eyes, and I find that being mostly black or a shade of grey easier to use for prolonged viewing. Also seeing as most buttons have text on them, is the colour really a problem?
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Just noticed that there is a Style selector at the bottom of the forum pages, and I was wondering if we can get a dark themed style for those of us who don't want to have to sit through the brightness of all this white. Or if a custom one can be made.
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Mobile VAB/SPH app?
Fueniker S. replied to Grijze Pilion's topic in KSP1 Suggestions & Development Discussion
I'm not a mobile user of, well pretty much anything, but I agree as well. You could have the App start with the stock GameData data, and if you want mods, just plug your phone into your computer, and have the App analyze what additional Partpacks are installed and copy their essentials over. i'm also not too sure how much of that is possible, but at the very least, the App should be able to get the same modded files off of Curse (because Kerbal Stuff is 3rd party). But this thing could be awesome, and should happen. -
http://forum.kerbalspaceprogram.com/threads/92764-90-Stock-Part-Revamp-Update-1-7-2!/page82 Voila, the best I could find, I would of taken a pic myself, but my KSP is buggy as heck right now, no matter which mod is installed. Hope this helps, you can kinda see the curvature where it says "FL-R1".
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I think the sphere works better, but do agree that the first one looks more stock. My suggestion is to do like Ven's 2.5m RCS, which IIRC, has a slight bulge to it. Both ways looking good though.
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[1.1.x] CoolRockets! Cryo and Launch Particle FX
Fueniker S. replied to sarbian's topic in KSP1 Mod Development
I too would like to know of a way to get Cool Rockets to work with Ven's, any help would be appreciated. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Fueniker S. replied to Ven's topic in KSP1 Mod Development
Hey, so I just noticed this bug, actually noticed it before with the Skipper B, but now also with the LV-909B. I don't use those engines, but I thought I'd share this peculiar bug. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Fueniker S. replied to cybutek's topic in KSP1 Mod Releases
SOOOOOOOOOOOOOOO sorry, messed up my thread posting. Fixed, kept the correct part. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Fueniker S. replied to cybutek's topic in KSP1 Mod Releases
Now that it's fixed, I was wondering if the In-Flight menus could have an option to open "Up" instead of "Down" that'd be cool. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Fueniker S. replied to cybutek's topic in KSP1 Mod Releases
YES!! Thank you Cybutek, Keep it up chap! -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Fueniker S. replied to cybutek's topic in KSP1 Mod Releases
Love this mod cybutek, one problem I found with it was when I was redesigned my Falcon 9 Heavy Reusable rocket. I had the external boosters feeding fuel into the core, however I kept a small tank of fuel in these boosters for the descent, these tanks had their resources locked so to not get accidentally consumed during launch. However, this then created the problem that the dV readout was no longer displaying the 2nd stage, I presume that because it didn't know whether to count the fuel or not it just left it, but if that could be fixed it would be greatly appreciated. Keep up the great work with what you're doing. -
[0.25] Astronomer's Visual Pack - Interstellar V2
Fueniker S. replied to Astronomer's topic in KSP1 Mod Releases
First off, Love the pack Astronomer (when it fully works), and for those of you who are saying that it's crashing and you're using ATM, try moving all other mods out of GameData, and then launching the game, and let ATM take it's time (for me it was like 20 min) to do it's thang, then restart game to make sure it works. After you've confirmed a successful launch, re-place you're other mods into the GameData folder. Note from my personnal experience: Remove ALL mods, even without parts, ex FAR, NEAR. I found it to help Best of luck to anyone trying to get this pretty mod to work -
Shower Thought Here: Co-op Missions
Fueniker S. replied to Fueniker S.'s topic in KSP1 Suggestions & Development Discussion
That's exactly what I mean (could be because we both use mods that add data?), sometimes you just need an extra hand. If anyone has ever played KSP with another Kerbalnaut, of a similar skill level, they know how easy that can make flying/building spacecraft, heck you could even have it be able to pass primary control of the vessel over to PLAYER 2 if PLAYER 1 can't fly it. -
Shower Thought Here: Co-op Missions
Fueniker S. replied to Fueniker S.'s topic in KSP1 Suggestions & Development Discussion
Indeed, possibly having multiple sites to launch from i suppose? And my idea was mostly for smaller and closer to Kerbin missions like getting a satellite into orbit with the least amount of wasted 'rocket' or something of the sort. -
So, just thinking with my brother now(NOT IN THE SHOWER), and we figured a really neat game-mode for KSP's eventual multiplayer, would be like the FMRS mod only co-operative, meaning as the mission progresses, other players are given the responsibility of dealing with certain aspects of the mission. Say we launch an extremely reusable rocket, stage 1 separation, PLAYER 2 gains control of Stage 1 to land, stage 2 separation, PLAYER 3 gains control of Stage 2, and so on, later on in the mission, players could split up multiple tasks like roving in the rover, landing the accompanying lander, or adjusting the orbiting station. PLAYER 1 could be like the mission controller and it's he/she who has the most Data(the other players only know at what altitude and with what amount of fuel the rocket should have when they receive control of it) about the still attached stages, and is in charge of giving the proper ascent profile/insertion burn/etc. Obviously, this is just a rough-draft, but I do believe it to be a valid example of a potential game-mode for multiplayer. What are the opinions of the community?
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Fueniker S. replied to ferram4's topic in KSP1 Mod Releases
That's what I suspected, also when I say pull High Gs, I'm not meaning 10-20, I mean in the hundreds, take a look http://forum.kerbalspaceprogram.com/threads/76858-The-Stock-Craft-Repository-%28v0-24-2%29-no-longer-being-maintained?p=1365462#post1365462- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Fueniker S. replied to ferram4's topic in KSP1 Mod Releases
Hey, Just wondering, did Ferram change something in FAR that pretty much makes it impossible to make super-high-G-pulling planes? Because I'm just starting to remake some of my past planes, and they can't survive the forces, and yes, aero-failures is disabled.- 14,073 replies
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- aerodynamics
- ferram aerospace research
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