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Bloody_looser

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Everything posted by Bloody_looser

  1. Ease up, KER, KAS, KIS are definitely working.
  2. Ooops, overlooked the RAPIER, it was supposed to get a turbine too. Fix incoming. Well, that's the first thing I looked into, since I really like the turbine idea. Enjoy It's all about timezone. Ah, who am I kidding, haven't slept anyway.
  3. Stock jet Turbines resurrected Basically, MM config to bring back stock jet engine turbines. Recommended for: Turbine lovers Not recommended for: VTOL builders Requires Module Manager. 1.0 Initial release. 1.1 Added missing line for the RAPIER engine. Download from SpaceDock
  4. Wow, you're fast. Thank you. (Still can't rep. Grrr.)
  5. Take your time, everything seems to function (yep, I tested). Some tweaking may be needed in MM contract config, since contract stuff got serious overhaul. New wheel stuff is amazing. Btw, new 1.0.5 ability to enable\disable staging will fit 'em well (Meerkat as well, IMO) P.S. Can we have a sneak-peak on the drill?
  6. Flags excluded from active flights alone made me happy. But... but gendered docking ports? Kerbal debris fix? Active radiators? Am I dreaming? Well done, SQUAD!
  7. I do care about jet engine lacking the very engine. One man's flawed mechanic is another man's gameplay. Well, I guess my opinion got lost in this mess. I'm totally fine with the idea of a VTOL itself. Harrier/Yak-38 style engine would be a nice addition to the game. But airbreathers are limited to only two bodies in the stock system, thus some kind of all-purpose prop is needed as well. It'll be useful both for VTOLs and conventional crafts. Heck, propulsion for non-oxygen atmospheres is completely ignored. And prop covers three other bodies (and even Sun, if you manage to stay cool ) Hopefully, it clarifies my opinion. P.S. I'd also like having stock nuke ramjet, but it's kinda another story.
  8. Hopefully not. VTOL builders can go on with cubic strut abuse their creative stuff. Congrats.
  9. That's bad. Well, we'll have another whine round on that matter before 1.1, I guess.
  10. Exactly. You've got a strange concept of democracy though. Shooting down turbine thingie will leave us forever with jets depicted as burning holes. Just as anti-barn movement left us without one tier of buildings and gaping mohole in career mode progression.
  11. Still hope they'll make into release build. Otherwise it'll be a repeat of a shameful barn story, when vocal minority shoot down a good idea.
  12. Since 1.0 aero implementation drag is not based on mass. Let's take a micronode and give it parameters and mass of the jet engine. It will behave differently, like clipped tanks will behave differently in flight than stacked ones. Thus, argument 'mass is still there' won't do. Y u no read?
  13. Just because I don't use exploit, it won't disappear. Cubic strutted nozzles have nothing to do with real life. Yep, since it's it is a step in right direction. I'd make the turbine have a collider and make special hollow parts to go with - like structural fuselage, precooler and nacelle. Giving such engine a second node in the middle for 'creative designs' would also do the trick. Or not, since clippers gonna clip. Though, I don't really care about clippers. Exactly.
  14. Install some kind of life support mod, it'll get you covered.
  15. I do like new models, both looks and idea. Back in two years or something, when I started playing KSP, I saw in-game jet engine and was like "where's the engine itself?" Like I've said in DevNote thread, jet engine is not some flaming hole. Regarding model quality criticism - looks like some 'great modellers' are ITT. Go and whine about Rockomax tanks, they are ugly. Turbines are fine. Regarding the whole whiny mood of the thread (though the poll shows kinda the opposite results) - bad\placeholder mechanics and things should be purged, get over it. I remember complains about fixing infiniglide ruining "great designs", complains about new atmo, heat etc. Threads about "why my rocket breaks when I turn at 10 km to 45 degrees???" surface even now from time to time. Getting accustomed to a placeholder\bad mechanic is not a justification to keep it. Regarding VTOL builder problems - I do not VTOL, since I don't like cubic strut madness 'creative' VTOL-building methods. All that stuff feels like airhogging, engine clipping etc. One more exploit down. It's totally fine to start a movement for adding directed jet or tiltrotor, though. VTOLs exist IRL so it'll be reasonable. Cubic strutting nozzles all over the plane is not. Finally, separating an engine into three different parts is a bad idea IMO. Just a sneaky way to continue following filthy cubic strut ways. Lol, I imagine turbines in a cargo bay, compressor clipped into a cockpit and nozzles strutted in uncomfortable places like wings. Nah, it'll be the the same, just with a higher part-count.
  16. Lel, Squid. A very valid complaint, sadly. Rockomax tanks are too damn ugly to put them on such pic, that's true.
  17. Going *boom* or poof* depends on explosionPotential parameter in parts config.
  18. Algae and Greenhouse containers used to work and this bug is introduced in the recent updates. That's why no reports. Hint: screw-up is in Connected living space module implementation in the config for the parts.
  19. Yep, since the system is that small, ISRU is not really needed at all in the first place. Though for some reasons SQUAD added it. From that point of view - yeah why not make various sizes. From the other point of view - making it smaller won't make it realistic in any mean. Small ISRU will either be OP or kinda useless. Since everything time-based is solved by time-warp it'll be OP. Anyway, all that stock ISRU is kinda OK and fits the whole level of KSP realism (or it's lack). Hopefully they won't add some shameful engines, running on ore only. That kind of things was the main turn-off for me in ISRU mods. To each his own, I guess.
  20. Having only giant drill can help balancing small ISRU in all meanings.
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