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Beetlecat

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Everything posted by Beetlecat

  1. This was on my list to re-add/tinker with soon in my new career game. Thank you so much for the sleuthing and sharing!
  2. If we could only get these visual markers as "waypoint sets" for approach patterns! That'd be pretty cool.
  3. Well, part of the "magic" of Gravity Turn is to limit the throttle/TWR so that liftoff burns are more efficient. Managing max pressure and fighting gravity vs. atmospheric drag is all mixed in with that. I *do* wonder if there's a way to peg an engine at a minimum throttle setting-- essentially keeping it lit, but operating at minimal thrust? That way Gravity Turn could throttle down, but not burn through re-lights as it trims during the coast to AP. Is that even a thing with rockets? Probably not to the degree that KSP has trained us to use.
  4. It was most recently updated up to 1.8* compatibility (which is still relatively current). The big unity engine update was 1.8, so I'm guessing KF / KSP Wheel would work fine in 1.11.2. You can grab it from CKAN if you set your compatible game versions to include 1.8 mods.
  5. As with many/most errors, I'm sure it was a bad combination of things loaded that was causing the issue. There were also engines from an older mod that was causing issues every time I would try to launch with them. I wonder if using fairly outdated .craft files could be referencing depreciated versions of parts and causing FAR to yell.
  6. Not sure you ever saw Conformal Decals? I could see this eventually able to do as you describe -- just dropping the craft name right onto the craft. But for the moment you just have to type it in again by hand.
  7. I had a hilarious moment last where a wing developed a "refunding leak" with Oh Scrap! Yup, not gonna get my deposit back on *that* craft when I return it to the rental agency. I'll try this newer version out to see if that's still a (potential) issue.
  8. Not that so much -- that's KSP's dodgy game physics... The wind speed just affects how rough the waves are, particularly important for craft trying to land/sit on the water if the surface interaction is active.
  9. Hehehe. AEROFLOP. Some of these are pretty silly, but I love that you took the time to do them right. Terrific!
  10. It sounds like BDBNIC is likely referencing and recoloring old models/parts altogether? It definitely wouldn't just be abstractly affecting "stats" of the rockets, etc. Just swapping out the textures shouldn't do that. I'd be curious to see what all the individual components' stats are pre- and post-installation of BDBNIC.
  11. Totally fair -- and if I get a sense of what to "fix" over time, I'll see about putting together a PR. Otherwise I'm just wanting a few parts and pruning out the rest. I honestly have never even *looked* at many of them until now. Some really interesting stuff, including the huge Duna Habitat module thing. It's a 3-story apartment, complete with a wildly elaborate IVA. Some hidden treasures in this pack.
  12. This sounds really cool -- but not even little fuel farms to tank up from?
  13. This is a more general question , than a FAR-related one, but SXT parts is causing FAR to have headaches. Many parts in SXT prompt "voxel cross section area is nan" errors in the console when grabbing them in the editor. It's not wing panels, but some engines and cockpits, etc. that don't have FAR configs to begin with. Is there a part value or feature more generally missing that was added to KSP somewhere in the last few versions that FAR is looking for and not finding?
  14. No rest for the wicked! Now no more long breaks after just driving the rover from one end of the KSC to the other. Cheers for the editor fix!! that's fantastic.
  15. Is there an obvious way of obscuring the "refunding" resource shown on craft/parts in flight?
  16. Totally strange. I have no right-click function. I wonder if some other mod is breaking this. Is there a newer version than 0.7.2 that I'm missing? [GAH!] Alt-rightclick. heh. Missed that bit.
  17. Okay, now I'm totally at a loss-- sorry for an off-topic question, but How does that NavUtil settings window get displayed? Have we been able to actually click a list of runways?
  18. This sounds really cool -- Gonna try it out! It looks so far like it automatically overrides Kerbalism's engine failure / quality models? We don't need to manually change the settings or edit the configs?
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