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Master_Evar

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Posts posted by Master_Evar

  1. What would be nice is if power requirements scaled with distance, but different antenna scaled differently. The basic omnidirectional antenna would work fine for short range transmissions, but would become impractical beyond LKO.

    Even better would be if you could use relay satellites - so if you've got a cheap, low power antenna on your Duna rover you could bounce a signal to an orbiting satellite with a bigger antenna on it, which transmits to another satellite in a Keostationary orbit over Kerbin, which transmits it on to the KSC.

    YES! Just what i was going to suggest :D Either have "receiver" antennas or just have existing antennas being able to receive data, that will then be sent to any antenna in range until it gets to kerbin. It sends a "linking" transmission that will try to find a link to kerbin. It will try to use as small amounts of antennas as possible, and tell if no connection can be established.

  2. Then, what's the problem? Just disable all of them – problem solved.
    I have a set of ailerons on a big jetliner that i want to double up as both control surfaces AND flaps (So don't spam about disabling pitch/yaw/roll).

    I wrote that sentence to NOT get this kind of spam. I want a control surface to act as flaps when i turn flaps on, and as a control surface when flaps is off. if i disable them they can not act as control surfaces anymore, got it?

  3. If I'm reading his post right, he does have multiple sets of control surfaces, and wants to have one set be flaps while the other is steering on one mode, but then be able to use both sets for steering when hard maneuvering is required.

    That is right. Right now flaps is temporarily disabled when maneuvering, unless you disable all control axis.

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    Looks like you're trying to build to a more detailed design than I'm usually worried about, but do you have the option of including more than one control surface - that way some control surfaces could be used only as flaps (disable pitch/yaw/roll) and the others as control?
    I have a set of ailerons on a big jetliner that i want to double up as both control surfaces AND flaps (So don't spam about disabling pitch/yaw/roll).

    I have multiple sets, but I want one set to be both flaps and steering. Right now they'll always steer, even if flaps is on.

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    And it makes no sense for ailerons in flaps mode to still respond to steering. You put it in flaps mode to keep it in flaps mode.

  4. Completely, utterly, wholeheartedly disagree.

    I've been saying since their inclusion that contracts are the perfect method to teach new players the game.

    I was very unclear about what i meant, sorry. I meant that the simple texts we have now are not detailed enough, and need to show better how a rocket generally should be built; you need fuel, a rocket engine in direct connection to the tank, symmetrical layout, aerodynamical layout, what is needed to control the rocket (reaction wheels/aerodynamic control surfaces), and maybe how to reach orbit (Get out of atmosphere and burn sideways until you somehow achieve orbit). If you are new to the game and have no general education about rocketry or astronomy etc. it is sometimes hard to get this. Maybe some simple pics showing easy-to-understand models of rockets that work or does not work.

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    Lots of "normal"(no astronomy/rocketry education) people thinks it's enough to get out of the atmosphere to achieve orbit.

  5. I like the current way; it just looks better to have a sort of rockety-looking rocket exhaust instead of a gigantic yellow funnel.

    What you're thinking of is Sci-fi exhausts. Normal rocket exhaust are those gigantic yellow funnels.

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    Maybe for space, but as long as you are in yet thick enough atmosphere the exhaust should look a bit more solid.

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    The BAC-9 is the only rocket that i feel have the "right" exhaust, thick, heavy and hot.

  6. The problem is that rocket science is just to complex for an in-game explanation. Tutorials show better what a good rocket looks like, fuel-wise etc. Explanation is good for purpose of single items, but it is easier to use a tutorial to see how it should all be balanced. The game COULD have better tutorial-scenarios, that better shows AND explains KSP rocket science.

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    The in-game tutorial windows do refer to the training scenarios for better learning.

  7. I've been toying around with the new aerodynamics, and discovered that ailerons in flaps mode still respond to control input, so whenever I control the aircraft they will leave flaps mode until no steering command is given anymore, at which point they return to flaps again. This is irritating me, as I have a set of ailerons on a big jetliner that i want to double up as both control surfaces AND flaps (So don't spam about disabling pitch/yaw/roll). I need the flaps for stability and fine control, but also the control surface for hard maneuvering (As for pulling up if the plane is diving towards the ground, or to turn away from a building, etc.) I hope this is a bug, and if not I would like it to either be changed, or to have an option to disable control when flaps mode is on.

    EDIT: An option to disable control surface could be added, so you can use action-groups (in this case the same as for flaps mode) to disable the steering of an aileron.

    EDIT 2: Apparently it is not clear enough: DO NOT SUGGEST DISABLING PITCH/YAW/ROLL. Thank you.

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