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Beetlecat

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Everything posted by Beetlecat

  1. Weren't there printed-on marks on the windows themselves to serve as some reference and form some sort of HUD functionality? I totally agree this is a far cry from an actual illuminated display, but hey, Kerbals are advanced...
  2. ---I think what was coming to mind may have been Stage Recovery interaction with Realchute, not KCT/Scrapyard -- though * STILL * think that was a thing. Obviously, this would be great to have
  3. Well, considering how well they *do* work with the unanticipated new helmet design, i think it's a pretty good win for this parts pack. Will gladly put them back in my current game
  4. oo! Looking forward to trying this out. I have a somewhat simplistic code highlighter in Sublime Code, but this sound much nicer.
  5. This is ringing a bell for me--that some form of tracking/integration was added to real chutes configs to make them work properly with KCT/recovery. Maybe not so much the part failure aspect, though. I'll dig through my old files.
  6. Slick! Visors/tinting are more of a texture replacer/suit pack type of deal.
  7. Wildly off-topic, but I'm totally forgetting where this plane comes from -- is it one of the more recent stock craft? --edit-- Ah, yes. Skywinder.
  8. Guilty as charged. I actually enjoy the tooling around Kerbin in planes aspect. Off the top of my head, lack of EC would affect: Reaction wheels, yes -- though a "good" plane design wouldn't want/use them Use of powered wheels/landing gear, lights, and motorized components (Infernal Robotics?) Probe/drone control (if unmanned craft) Antennas & Science transfer (Does it affect CommNet connectivity?) Cool IVA cockpits (w/ASET & RPM) Life support mods TAC/USI(only some aspects-- I think they don't consume it if below a certain altitude on Kerbin) Everything else would just be role-play considerations for things that aren't actually reliant on power in KSP: Hydraulic landing gear, air brakes, FBW controls. Granted, this effect also happens with the loss-of-power failure on jet engines, but that prompts a different kind of emergency. Considering that an alternator failure could happen would mean adding battery capacity for emergency power to get to safety before losing nav/coms, etc. Thanks for considering it!
  9. Really liked TGApple's' other suggestions, too -- I agree alternator failures on rockets are kind of edge-case for what effect they have. Alternators in jet engines (on the other hand) are useful, and a failure for an aircraft could be wildly impactful. Planes don't often carry solar arrays, or means of generating power other than the engine itself. Unless you were *only* speaking of rocket engines. Oh, and confirming that static tests *do* indeed still work/work again. TY! I left a note on the github issue as well.
  10. I'm really digging this idea! Do you mean you were able to place launch clamps off the runway-- or an actual craft you moved out of the way to avoid clean-up? This goes really well with another thing I started to do, which was to house Kerbals in stationary basses/craft at the KSC, which forced me to deal with USI resources, and part failures of batteries, etc. and incur penalties using the Crew R&R mod, so I had to do crew rotation, too. Anything to make it wildly complicated even before making it to orbit...
  11. Never be sorry for Queen references.
  12. Very cool! Will eagerly follow. Thanks for sharing, @Starlord Kerman! This almost looks like an Adder from Elite Dangerous. Now *that* would be quite a parts pack...
  13. Shoot-- this may be my bad for not even testing it out yet... :I Mission Elapsed Time(?) and 2ms means the craft has to achieve at least that speed, too. Essentially the craft needs to be "launched." I was asking, because I would previously run trial firings of rockets and boosters on the launch pad, letting them burn all the way, and run out of fuel before recovering them. A recent update of Oh Scrap! enforced the 2m/s rule, which meant a rocket strapped to the launch clamp would never go that fast. This is a weird and brilliant way to be OCD about part / engine testing. --Though only doable once docking ports are unlocked. And no, I wasn't meaning to cheat the system by just deploying/recovering. My usual engine tests run for a couple minutes and varying thrust levels to allow for the expected failure or explosion. I'll have to use one of my rigs from the previous game and see if it still works with the current Oh Scrap! and part tested status.
  14. Say @theonegalen, are you planning on ever doing a high-tech Kn-2, or just the retro spin-off like the warbird Mk-1? I'm rebuilding my mod ecosystem for pods/cockpits, and rediscovered/fixed a somewhat tricked-out Kn-2 with modern ASET bits circa 2015 or so (video here) if you or other Kn-2 fans want to keep tabs on that: Seems like I've reached an age with this game (and personal age) where I'm following the same paths of digging up old pods and configurations every couple years. Not sure if it's funny or sad...
  15. From my experience -- you "hang onto" that part for as long as you don't fully recover a craft with it on. I seem to remember getting an engine or other part early, then continued to use it after completing the contract, and before unlocking the node. I may be misremembering this...
  16. Are static tests back on the menu (landing pad) yet, or do I need to get clever with test vehicles that launch then brake immediately to retain the equipment?
  17. Allista! Come back to us! :D

  18. Oh! Slick! And, as 4x4cheesecake said: "Also, do you mind sharing your results? I guess there're a few people here who would love to use this mod with dx11 " To be able to use this with Textures Unlimited, is the very least of things that pop to mind.
  19. Between this, collision FX, and Kerbal Krash System, I never had as much fun failing at KSP. One can hope for the other two, but I'm glad this one is still working!
  20. In this case it's likely Squad not telling steam what versions to enable rolling back to, and not including 1.6.0 in that list. Steam has basically all the versions to everything.... but this is drifting way off-topic.
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