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Kaethorin

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Everything posted by Kaethorin

  1. i honestly feel its for everyone, my 5yr old nephew enjoys trying to play, (though he builds wacky rockets that always blow up) and me, as an adult, finds a ton of fun in the mods or stock game just the base of make a rocket and see what happens intrigues all ages i feel. its a sandbox space craft game, with the ability to make it "chore" like to get more parts.
  2. dtobi, loving the mod, but i was wondering if the adding of the fuel detection on the tanks was needed? i like it but i'm not sure if when it detects, or if its a cause of my lag in the VAB (only get lag once i use more than 3-4 tanks stacked together in VAB, but never happens with other crafts with more parts). is there a way to disable it as well? might help me out a bit since i barely use the detection though it is an awesome tool for automated burns
  3. you can already deploy them via action groups, just not exactly how you mean , and the question would be, it's a laser guided missile, how would it manually fly unless being guided by the mouse look system it would be an unrealistic ordeal. in most cases, LGMs are a lock and fire, and in some cases are a FBW(Fly-By-Wire) and have a limit to how well they will respond, this being said, the rockets are pretty wonderful as is, and have teir own showing of how FBW would work if you fire an ground at a ground target via the air. I usually get a loop before it will hit the target, ie: launchpad to SPH. in your case of FBW from orbit, you would end up with Kms of difference in the smallest adjustments due to height above ground (lat/long may work but would mean you would have to get the co-ords exactly specific). I'm only curious in my reply here, if only because of the from orbit example, it seems like a great idea (maybe if he made a new missiles for the FBW style). a thrust limiter would be fantastic as well since momentum may not always be needed to get the rocket to the target, but more distance . I'd like to see it integrated into the toolbars plug-in. maybe in the .24 release
  4. nice craft superweegee, has a bit of a clone trooper color scheme to it (if you were to see the kerbals as clone troopers occasionally)
  5. that's pretty awesome, i wasn't sure what plane exactly it came from i just knew its kind of like fighter pilots minus the weapons and other fighter pilot info.
  6. it may be Advanced Electrics for the HUD i'm referring too (the fighter pilot one) and may i may a suggestion to have it moved maybe to Supersonic-flight or Advanced Aerodynamics node? since the HUD seems more fit to planes, maybe its unlocked because of being able to hit supersonic speeds in atmosphere with an airplane. i personally like the fighter HUD mixed with the fuel gauge and electric gauge so i can fly in IVA with a more accurate and realistic feeling HUD and gauge display.
  7. I am curious as to what part of the tech tree unlocks the HUD, the save i have where science is neglegable its open, and as i'm about halfway through the science tree in career mode, i dont seem to have it. if anything is there a way to have them all unlocked as default?
  8. Thanx and it was only the second commentary (hopefully a update review once i'm better at live commentating and understand the whole mod clearly.)
  9. amazing mod, i did a little review of this mod on my youtube: (explaining it as best i could after spending a few days using it) my sycronized flying is horrible but either way being able to see the craft i previously flew fly overhead is awesome. thank you for making a mod like this SirJodelstien
  10. Boamere, try reactivating the engines, burn up a bit then cut thrust, wait til .000000u fuel flow and it should turn off, its how i've solved it haping the couple times its happened. maybe a bug somewhere where it thinks its still having fuel flow when the engine was shut down. (i'm a newbie to engines modding wise and in general mods besides using them)
  11. I believe KSP has a flat runway modeled on a curved surface you are flying straight but the ground is turned slightly do to kerbin's curvature (hence the runway being raised and having varying hieghts from the ground either side) its more Kerbin's fault than your own if you try to just balance out befor take-off it'll work a bit better possibly then turning to straighten out. turning applies centripetal force to the outward side of the planes causing wings to dip causing your crashes, from what i could see. It may also be FAR being a bit funny with lift dynamics before takeoff with your wheels etc, i noticed in stock KSP you could move fast with a plane over the ground in FAR you want off the ground ASAP from my experiences
  12. I did notice that though the Mk1 cockpit is reasonable to see with beside the cut off peripherals, the rest are a bit lack luster, most being for space though so i guess being in IVA means more details than the open beauty of being in atmosphere with the top off and the prop(s) spinning, flying about in IVA
  13. Ahh, I've never looked into how KSP does impact tolerance. I'm sure it may be something that is not needed but would be cool to see is maybe a higher IVA head height for the biplane cockpit, its a bit low I feel, or maybe what way could I adjust it just for myself? I am sure its at an almost realistic height, but i've never been in a biplane seat to tell
  14. holy cow that's a beautiful plane, and if KSP could have water landing aircraft like the one depicted here, it'd be amazing, i'm assuming it would have to have a very high crash tolerance though. i've found it possible to drive into water at about 30m/s but thats via driving into the water so i didnt have a vertical velocity included into my horizontal. maybe we'd have to just try and land slower than we normally do, or find the way to have parts accept a 70m/s impact horizontally with a probable 10m/s vertical though, 50m/s horizontal 5m/s vertical would be more realistic (yes i know heavy craft dont produce great lift at low speeds, but hey, it's KSP, so anything can happen haha)
  15. thank you guys for the help on that and i was actually wondering, i keep having the scoops bug back to full size at launch after they were shrunk via scoop1.cfg, i feel the smaller one is too big for my craft, its the only one i use though so i decided to change it from rescale .75 to .25 (works when i made it as the radial air intake from squad, but doesnt work obviously due to being different parts all together ) but the scale is working in VAB/SPH not once loaded and prepped to launch. http://i.imgur.com/zMOCIFj.jpg' alt='zMOCIFj.jpg'> This is a pic of what i mean, the larger ones in the backround are the unmoddified size and the closer one is the XMG version that i wish the other would stay at size wise (i reverted the cfg for the picture)
  16. I've been using them as a secondary intake and as i said both radial and the stackable one wont work, i haven't tried with the tanks but, id have though they could go straight into the general atmorsphere catagory if i had other intakes already. i generally use the 1.25m setup, and only 2 radial scoops, with 2 Ram Air Intakes. the thing that happens is they state they have no airspeed, as if i'm just sitting still. is it due to nowhere for storing oxygen, nitrogen, etc...? it feels like the items are a bit big to build a working plane just from 1.25 parts then :/
  17. I seem to be running into a small issue guys. no matter if i have the standard atmosphere scoops, or the radial versions, refuse to catch the air and work at all, i've tried while the craft was at over 300m/s and while still and get nothing. I tried on a bare stock craft in a save only modded with interstellar and it still wont work. any idea of whats going on?
  18. For those un-able to see the overlay, i removed Romferor packs from game data and could see my kethane overlay again, i hope this helps
  19. I've had no issue with KAS katex-3, whats happening for you? as an addition i'd like to say, i've had no issues with B-9, Fire Spitter(besides perma-brake wheels), and Kerbal Interstellar pack, i've had some small issues with Kethane (drill is broken, and wont read it being deployed making my mining null and impossible), and Romferor Lazor system, seems to not work, though the game does not crash.
  20. Hello Ladies and Gentlemen, My name is Kaethorin(Kay-Thor-In), Kaeth for short, I'm new to game commentary and been playing KSP since .18. I felt it was time to introduce myself, and include how to pronounce my name. I'm a normal kerbonaught, looking to share my time in Kerbal Space Program with you guys. My YouTube channel is: youtube.com/user/KaethorinGames, and my twitch is twitch.tv/kaethoringamming. I play ksp with mods and the mods I use are; Kerbal Engineer, B9-Aerospace, Kerbal Interstellar Pack, Extraplanetary launchpad, Kethane, MagicSmoke Ind. Robotics Parts, MuMech Tree-Edit, Kerbal Attachment System, FireSpitter, Procedural Farings, Procedural Wings, Steam Gauges, Shuttle Engines Pack, Persistent Trails and L-Tech. (added on 24/12/13: FAR, Procedural Wings, and The Space Shuttle Engines Pack) (removed 31/12/13: FAR) (added Persistent trails mod 1/4/14 changed from Orbital construction to Extraplanetary launchpads on 1/6/14, added SteamGauges 1/13/14)(added AKSTechnologies weapons and Boat-parts pack from ID 1/14/14) Come check out:Season 1 Episode 1 of Kaethorin's Space Program at: Season 1 Episode 2 of Kaethorin's Space Program at: Season 1 Episode 3 of Kaethorin's Space Program at: Season 1 Episode 4 of Kaethorin's Space Program at: Season 1 Episode 5 of Kaethorin's Space Program at: http://youtu.be/B4Gwcdn6B0g Season 1 episode 6 of Kaethorin's Space Program at: http://youtu.be/Vi6YOeo9P2I NEW EPISODES WEEKLY !!! As I unlock the tech tree to allow for space bases, i plan on streaming the building of them to get your ideas brought into the station itself, to make it a community built space station. Fly safe everyone, thank you for stopping by, and I'll see you later (reposted here as a thread to update with new vids to my KSP series I hope you enjoy)
  21. I shall post my series up in there as well thank you for the knowledge.
  22. Hello Ladies and Gentlemen, My name is Kaethorin(Kay-Thor-In), Kaeth for short, I'm new to game commentary and been playing KSP since .18. I felt it was time to introduce myself, and include how to pronounce my name. I'm a normal kerbonaught, looking to share my time in Kerbal Space Program with you guys. My YouTube channel is: youtube.com/user/KaethorinGames, and my twitch is twitch.tv/kaethoringamming. I play ksp with mods and the mods I use are; Kerbal Engineer, B9-Aerospace, Kerbal Interstellar Pack, Orbital Construction, Kethane, MagicSmoke Ind. Robotics Parts, MuMech Tree-Edit, Kerbal Attachment System, FireSpitter, and L-Tech. Come check out Season 1 Episode 1 of Kaethorin's Space Program at: As I unlock the tech tree to allow for space bases, i plan on streaming the building of them to get your ideas brought into the station itself, to make it a community built space station. Fly safe everyone, thank you for stopping by, and I'll see you later
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