Fueniker S.
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Posts posted by Fueniker S.
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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!
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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.
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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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Great ideas, sounds like we need the Tweakables to be action groupable. Maybe even act as a way to dump fuel?
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i also much prefer darker colors, because after a while it (the lighter color) does affect my eyes.
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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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.
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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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Does this work if I use Ven's Stock Revamp?
I have both installed but don't receive any of the effects from Cool Rockets.
Ven's SR states that it may interfere with anything that refers to stock parts.
I too would like to know of a way to get Cool Rockets to work with Ven's, any help would be appreciated.
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Can you explain what you think the bug is and why you think it is something to do with KER? Also, a list of all your installed mods and an output_log.txt file would help us to determine what is going on...
SOOOOOOOOOOOOOOO sorry, messed up my thread posting.
Fixed, kept the correct part.
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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.
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Version 1.0.15.0 is now available! - Get it here!
Fixed: Locked tanks preventing simulation from staging.
YES!! Thank you Cybutek, Keep it up chap!
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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.
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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
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I disagree. I just did some test flights with a new SSTO of mine. It uses 2 jet- and a rocket engine. I'm using FAR, B9 and DRE. The result is a flood of data (intake air, climb rate, temperature, angle of attack, apoapsis) that I have to keep an eye on while keeping the plane stable (the stock SAS has some issues with FAR; it wobbles and changes course). I already burned up twice and ripped my plane to shreds due to stalls like 5 times. A second player helping me with the readings while I keep the thing in the air or vice versa would be awesome.
Also, think of mission profiles similar to the white knight/space ship combo from virgin galactics or the russian mig 105 spiral program. Those need 2 pilots as they involve a transport plane to carry a rocket propelled space plane. I would definetly try that kind of things.
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.
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Well I think there's barely enough for one person to do let alone more in the game as it is. Splitting stuff up would mean more time just waiting around of which there is a lot of already. I could see more players being fun building up large colonys or something though. One person sets up mining on Pol while another builds a ground colony on Laythe or something. Maybe another builds orbital stations.
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.
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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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Yeah somethings changed.
And I am not sure what is happenning with your craft but I am still able to make aircraft that can pulled 10-15Gs subsonic and around 7-9Gs supersonic, with aero-failures ON.
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
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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.
What Are Some Good Techniques For Building Maneuverable Planes That Don't Lose Too Much Speed?
in KSP1 Gameplay Questions and Tutorials
Posted
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!