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Beetlecat

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Everything posted by Beetlecat

  1. RoverDude's Freight Transport Technologies and Exploration Pack each have ducted fan engines as you describe. They essentially act as a cross between engines and RCS maneuvering. The Exploration Pack ones may even be tweakable for scale.
  2. It's like the whole planet is simply some sort of miniature computer "Model" or something!
  3. --when the craft is/was working-- Do you find the tail rotor does a bit of good? There's no active torque from the main rotor to fight (unless you add some trim to fake it). Roverdude's ducted fans can provide thrust in either direction based on control in put, but the KAX tail rotor is simply a smaller engine, and doesn't automatically reverse. Maybe it can be converted to behave like the ducted fan... -- My own attempts at getting my single-rotor helicopter wound up pretty successful with TCA upon my further experiments. I completely removed the tail rotor, so maybe it created less confusion over thrust angles, etc. Balancing it with RCS Build Aid makes a HUGE difference for creating a controllable ship. I might not have even *needed* TCA, at that point.
  4. While a fair observation--perhaps a better way to think of it is one of pre-managing expectations, and training/preparing one's self for this type of interaction as a norm, not an exception. Being able to maintain that joy of discovery and accomplishment even after the project gets torpedoed (no pun intended) comes naturally for some, but needs a few reminders for the rest of us.
  5. Ha! Well it was just an idle thought after seeing the countdown dots. Plus daydreaming about putting silly sound effects in for the countdown.
  6. The thing that immediately came to mind is a start signal for a drag race - or the old arcade game "pole position" -- a 3-2-1-0 countdown with lights & sounds: "Boop. Boop. Boop. BEEEP!" Would adding (optional) audio cues be out of the question? Simple sound clicks or beeps could reenforce the visual countdown, yet still seem out of the way and de-cluttered. It would be spot-on for configurability to just drop in whatever audio clip is desired for the lead-in and final sounds (or even a spoken countdown?) and it provides yet more ease-of-use and accessibility, eliminating the "problem" of the dots being too small.
  7. Thank you -- that gives some good guidance. I glanced at the configs between the main rotors, and it looks like many of the KAX audio cues and other features are added in. I was interested in seeing if whatever hooks TCA uses to define "what" the engine is (main, balanced, maneuver, etc.) could be enabled in some way. Another amazing tool for balancing is the RCS build aid. My first craft using this was rock solid out of the gate. I can't imagine not using this for everything that needs to hover or maneuver in space.
  8. Hey @V8jester, Is this engine config still workable in 1.0.5/latest engine modules, etc.? I'm starting to play with it to make some other VTOLS, but it doesn't play with Throttle Controlled Avionics.
  9. Say what???? Bite your tongue! Thank you for this (re)release! I'm so pleased the KSO will be joining us into the 1.1 world.
  10. Now we'll just have to see what "Yea verily" looks like in Kerbish. "Oteric ed, ís" Thanks for continuing to extend the capability & flexibility here. This is a real treat.
  11. Ha! No worries -- it was totally clear what it was, once I realized why the normal TCA features weren't showing up (I made a craft that didn't have a cockpit or probe core on it--one of Lack's deluxe command chair cockpits). The other craft was past the far end of the runway (+2.5km?), so a good ways off. Sounds indeed like what happened. I'll try TT NeverUnload and see if I can keep my sheep from vanishing into the void. That's an extremely fair point, and one that I had considered a good-enough answer to the helicopter question (Diazo's Vertical Velocity mod might be a good substitute), but even attempting to combine it with the tail rotor facing down produced weird results--I *did* make sure it was thrusting in the correct direction. I'll post some pictures if I can try again and get the same lack-of-behavior.
  12. Likely not a question for this mod specifically, but it's one of the few that actually adds new sounds. What are the options/conditions for not playing sounds on vessel other than the current one? I was playing with squadron features of another mod (TCA) and noticed the sound would play for the other craft on the other side of the runway as loud as if it were my own. The gear deployment noises sound great when you're on-board (especially if in IVA)--but could be much lower when in external view. Maybe this is a similar question/solution as the "engine muffler" mods. This may also factor on how KSP handles "remote" craft that are in-play in addition to the active vessel.
  13. He's not wrong, though. The mountains would look really cool with some snow on them. I'm guessing that's more of a texture/EVA type fix.
  14. After looking at your post, I had to try a similar craft--it turns out that design is quite a blast to fly around. I like KAX's compromise for lack of cyclical controls, etc. by simply putting torque controls in the prop part itself (is that even new? I can't remember if the original firespitter props had this). I wound up creating a flotilla of them and touring around the KSC with my buddies in-tow. Sudden inspirations for air-lift operations are coming to mind. After a few variations, I tried making a single-rotor craft, but TCA seems confused by it. I'm probably missing something obvious.
  15. Thank you -- I had to roll my eyes at myself when I realized what the TCA "MAN" button indicated (hint: not "manual control"). Thank you for assembling that! Any notion of why my 2nd craft would have vanished upon hitting 4x warp? Just KSP thing?
  16. Confirming this -- though I have a bunch of stuff installed, so there may be conflicts, though no known stuff is adding (or attempting to) components to mk1 cockpits. Looking through the folders, it seems like the standard mk1 stuff is missing altogether, but the inline stuff is present, just not firing properly when a craft loads. The IVA portrait just disappears. I remember using this mod before, and even think I remember seeing it in both styles of mk1 cockpit, so maybe it's just an incomplete package up on spacedock. Appreciate any help you can offer, @RangeMachine!
  17. Woah! Squadron commands? I was poking at this and was *almost* getting some good results with a pair of KAX helicopters, but warping made the following craft vanish! Yikes This is an utterly cool feature set. Some of the meanings of the buttons and controls seem unclear to me, but I'll re-read the OP for some clarification, and look forward to the release of v3
  18. This is an excellent feature, and a spot-on implementation. It's visually clever, and simple, yet really sophisticated.
  19. Was just about to try this out after your latest video -- any chance of a mirror / alternate download (or a re-upload to spacedock.info)? Thanks, muchly!
  20. Ah, I guess that's entirely up to a RO-based config of this or some other mod. I have yet to play on a larger-scaled mod set--though I can only imagine the awesome sight of achieving Kerbin/Earth orbit and having the horizon stretch on for days...
  21. Unrealistic? We only call them "reentry" effects because that's the only time in real life we typically see them. Our KSP designs often overspeed like heck and we can get light shows out the cockpit windows a few seconds after launch.
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