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monstah

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Everything posted by monstah

  1. Dude, take a chill pill. Seriously, you did the same on the KIS thread:
  2. I remember this mod from a while ago. Does it support giving the ship commands, like kOS does?
  3. I'm finding that rocket designs that worked on 0.90 FAR are having too much drunken-like wobble now. I could usually fix that by having less authority on my winglets, but now I'm having to set them as low as 1 or 1.5, which means my gravity turn is taking forever and is not very efficient. Is this expected behavior? I aim for around 1.3-1.6 (vacuum) TWR on the pad, but both the thrust and launch profile seem so much more finnicky than before.
  4. Is the "groups" mode Cilph was trying out still being worked on? If so, can someone explain how it works? I've never figured it out from the old topic.
  5. If it drains fuel, it's not on-rails The thing with rails is that the only force acting on the ship is gravity, meaning it's path is known beforehand (i.e., it's an orbit), so you can draw it where it should be without having to calculate how it got there. With thrust, you have to calculate timesteps, and to keep precision then you must calculate that many times more per frame.
  6. The thing that bothers me the most is the "Nothing concerning about your ship" phrasing. Why not turn the icon green instead of orange and writing "Ship OK"? Much more intuitive.
  7. Hey, I find the slope map useful for finding landing spots! But I won't pitchfork you for removing it, go ahead if it suits you.
  8. I don't know if it quite fits the description on that issue; the thing is, either you can issue orders on MJ, regardless of wether RT says you have connection (as if it were a crewed flight), or you lose its autopilot functions when it loses signal (as if the orders were being issued from kerbin instead of stored on the probe's memory), depending on how you set your configs. Ideally, it should check wether you have connection when you click a button on MJ, storing the command if positive, and then when it comes to performing stored commands it should do it wether it has connection or not. This had been mentioned in an old, old version, back when Cilph was in charge of RT2, but he never got around to find a way to do that. Probably needs help on the MJ programmers' side, too.
  9. Scansat released the new version, it's compatible now.
  10. Oh, cool. I take it the phase angle is calculated for a Hohmann given your orbit and the target's, correct?
  11. +1 for making it partless. I remember the old mod, was thinking about it the other day. This is awesome
  12. Not rushing, just curious: how's mechjeb integration going?
  13. Talk about timing, welcome back, and thanks for the update!
  14. There was a mod called CIT BAM. Not sure it works on 1.x, but it tuned the explosions to the ammount of explosiveness the part should actually have, including how much fuel is inside.
  15. I was gonna answer, but I see you guys already got that sorted out. In an amusing fashion. Pass me the popcorn? And yea, not game-breaking but a little cheaty.
  16. And this one worked just fine for people who don't want to have to take time to do something that can be almost instantaneous.
  17. I remember them lighting it, yes. I used it to judge my landers altitude, since at my settings there is no shadow. - - - Updated - - - As in, "if I can see the light I'm already too close"
  18. It has its issues, but I agree it is the best stock experience we've had. Let's make a crowd here, too?
  19. http://tvtropes.org/pmwiki/pmwiki.php/Main/ViolenceReallyIsTheAnswer In my opinion, one of the sanest opinions said in this topic. Oh, and as a bonus, it's not a complaint, but useful criticism to be applied in a future situation. The feature is called "Beta" on Steam, but it's more like a dev version, and could come with any version, say, 1.0.3.
  20. Just another little nitpick (the more you love something, the more you tear it apart?): You can double-click the hatches and EVA, regardless of your astronaut complex level. Now that I think of it, would it be doable/fun to have values show as "#N/A" or something, depending on some buildings' upgrade levels?
  21. By the way, you can also configure a resource to show as Main/Backup instead of Ship/Stage, where "backup" is whatever has the fuel toggle off. Very good for batteries! Yup, that one! Thanks. By the way, I noticed you can transfer fuel using this functionality, regardless of your R&D level. I can hear Stewie Griffin saying "irregardless" in my head now.
  22. I'm having a problem with my Orbit screen: the orbit itself (the blue ellipse) isn't showing, only the surface/atmosphere and the Ap/Pe markers. Anyone else getting this? - - - Updated - - - By the way, this mod is awesome in conjunction with RPM: QuickIVA There was a first person EVA mod too, but can't find it anymore.
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