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Beetlecat

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Everything posted by Beetlecat

  1. Weird! Okay, so I wasn't just seeing things before. Now I just need to determine what mod is hiding/masking that feature. FAR was adding info to the right-click that I then disabled. At the very least I know it's a usable feature. Likely a combination of FAR and spaceplane parts, etc. Thanks for the response. [uPDATE] Some minor testing seems to indicate FAR completely. Right clicking a control surface only shows the stall % with it installed. Pulling FAR restores the usual menu.
  2. Is it possible to right-click a control surface mid-flight to toggle roll, yaw, pitch functions? I seem to remember doing this, but maybe it was available via a mod. It would make flight testing of planes much easier. Thanks all!
  3. ...and now I'm just noticing the glow effects and moving parts on the engine models. Stellar work. Do only the big engines overheat? The only possible comments I could make as far as criticism is that the parts don't seem to snap together well in the SPH (the cone and tapered tank start out 'backward' ?). I'm not sure what dynamics affect part snapping / orientation. The cockpit also seems quite fragile compared to others (lots of utter destruction on failed takeoff rolls where I would usually wind up with a lone cockpit on the runway), but that could also fit with the part theme.
  4. @nil2work I have to say -- thank you for this beautiful stuff! I'm sure i'm not the first to say/appreciate how KAX-like the plane parts are in beauty and execution. I dare say they'll compliment each other nicely. The spoilers/brakes are an especially nice touch. Looking forward to the IVA for that cockpit... I love the Panopticon. I will have to try it soon. I love the transparent windows, but the reflective surface seems a bit more spacey and "realistic" -- I wonder if there would be a means of making the reflective coating slightly transparent from the outside and get the best of both worlds? and... Beautiful aircraft, Darth Lazarus! Those are B9 wing components, yes? Gotta get that installed for 24.2.
  5. Will check out soon -- thank you. I'm especially keen on the alternate color for the numerical info on the HUD; hard to track with all the lines going by around them.
  6. From what I've gathered, it's texture replacer --and as yet it does not actually reflect (pun intended) the current location / atmosphere, but rather always shows stars if the helmet is on. I love it for in-orbit and moons, but it is distracting for other planets. Give it time. Someone will refine that system further to allow for per-planet/location reflections.
  7. I don't believe there's a "zero" controls (in that manner) but you can alt-<input> to nudge the trim incrementally W A S D Q E. This sounds like the perfect idea for an aerospace helper mod: "Match trim to attitude" -- though SAS kinda sorta does that already. As to your first question, that's entirely different for every aircraft.
  8. Ah! Cheers ferram4 and all -- obviously old enough news that it didn't even register anymore.
  9. The bigger question is compatibility with things like hotrockets. Atmospheric Sound Enhancements currently fights with that mod. I'm guessing this may have similar issues.
  10. Oh, how I love watching my craft disintegrate upon attempting attempting excessive-g, high speed maneuvers! I'm sure this has been asked/covered, but some moderate googling didn't reveal anything: Has there been any experimenting with varying the drag of landing gear depending on the open / closed state? It would be cool to be rewarded with zero drag if you embed them within the wing/craft, and work as great air brakes when gear-down, approaching the runway. Would the same feature that allows air intakes to "close" and reduce their drag work for gear?
  11. Oh -- interesting. That folder doesn't exist for me. I seem to recall it before, though. Dropping this file into the GameData/Hyomoto/Patches folder results in the left and right MFD working, but the larger center panel is missing outright. Maybe I'll try re-creating /Internal Patches ? I can't imagine that will work if the Hyomoto mod isn't looking for that folder.
  12. Rather than feeling smug that even mod makers such as you still have discoveries about this game -- I'm glad you have this knowledge -- because it means features like this will get further modding and improvement.
  13. Looks like there's some tweaking needed to bring the pack up to date with the current mods or the game itself. :I
  14. It can be hoped that this will be re-awakened -- or TAC development pushes in *this* direction a bit more...
  15. Thank you so much for bringing back the Bucky gauges! I loved using them for flying in external view so I could keep vert speed and radar alt next to the nav ball. If there's remotely a chance to drag them bigger/smaller, it would be great. As it is, they're just barely small enough to not easily read. My addiction to Steam Gauges may finally be broken --except of course for the full-screen HUD.
  16. I'm curious to see what the 2.4 UI does to the resources area/controls. Hopefully nothing to egregious for you to fix.
  17. Better yet, post any craft you've made with it so we can all see the awesome!
  18. What a great display! I'll have to admit, Kottabos' review is humorous, and I couldn't help but roll my eyes a few times, but despite the somewhat lack of understanding of what he was seeing, it still illustrated a very VERY useful control for KSP flying. Thank you so much!
  19. Well heck --consider that a "per-mission" eva duration record feature request, then.
  20. Awesome updates! The EVA duration ribbons are great. A bit problematic for those of us using a life support mod, but maybe someone will come up with an oxygen tether...
  21. Sorry for resurrecting this thread (Still from this year! ) but EVA tether for refueling and life support (if modded for such) would be great for extended outside missions. Would it be something like KAS? The latest updates to the Final Frontier ribbon-granting mod has ribbons for multi-hour (and longer) EVAs, which would be impossible with current LS mods.
  22. Well cool! -- though I wonder with KSP memory management as it is; it's just as efficient to do it that way than devise some elaborate texture picker method.
  23. OOo. Now we need to devise the multi-texture loading per object in-game feature... I'd love to see these named shuttles side-by-side up in orbit--especially the special edition paint job on the new wide body shuttle!
  24. That's totally fixable. And totally "realistic." Station keeping is a part of satellite-ness. Small digression: I often read about complaints of 32bit KSP not allowing for detailed enough calculations which leads to orbits going out of alignment over time due to number rounding. It strikes me that this is inadvertently realistic in that it allows small variations to creep in that could be interpreted to simulate gravitational tugs of the Mun, etc.
  25. Excellent! I'm glad the concept has returned --though it seems pretty clear to me that's what Squad was hinting at with these new items.
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