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M_Ouellette

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    Crash Test Dummy

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  1. You should unzip the mod folder in a separate location and copy the entire contents into the root of the Kerbal space program directory, the zip file has GameData and Ships folders that you want to merge with the existing game folders, if you just unzip the file into the GameData folder it's probably not going to work, the mod includes Mod manager but you should always look for the latest one and Mod Manager must be in the GameData folder. As JadeOf Maar said the mod also requires Firespitter for fuel switching, and Community Resource Pack for Warp Jet functionality. For IVAs you will need ASET Prop Pack and ASET Avionics as many of the cockpit layouts use these, as well as RasterPropMonitor for full instrument functionality. All of this should work with 1.3.1, especially parts, if not either the mods were not installed correctly or there may be a conflict with another mod.
  2. This stability problem is one of the pitfalls that prevent the use of wide bodies in real aircraft since the wide surface generates lift with no means of controlling it, they build them taller but rarely do they build them wider, and where it is used like the B2 or a variety of experimental aircraft that combine fuselage and wing they usually have a large delta wing arrangement pushing the engine mass further forward and the CoL further back, while being heavily reliant on computer augmented stability control. Perhaps a wing set with a deeper delta sweep is something to consider at some future date.
  3. Guys you know you're not supposed to actually let Kerbals near the controls for anything right?
  4. Frankly I don't mind the engines being OP. One has to consider the playability factor is these designs. If we merely consider realism, most of these would not be able to develop enough thrust to leave the ground and even then not have enough fuel to go anywhere. It's one of the biggest bottlenecks to the SSTO concept, so we need to consider the possibility of a future technology combining massive thrust and fuel efficiency in a compact design. Players always have the option of tweaking configs to their liking, which I think is preferable to forcing everyone to endure arbitrary limitations.
  5. Mycroft that is still my favorite version of the K, not just the two part cockpit but the fuselage as well. I liked the more bowed out sides, it made the thing look more aerodynamic and less like a box. Interesting interpretation, I like this design, of course the Movie version had some kind of weird atomic engines as the main drive (I'm assuming since they look like scaled down versions of the one on the planetary transport)
  6. Don't, you're not. People need to get that you and everyone who is working on this is doing it for free, for the love of the game, this mod and in some ways the community. Too often Iv'e seen this kind of behavior, people bringing attitude and demands and forgetting they are not paying for the right to do it. Once in a while it doesn't hurt to remind them.
  7. I'm afraid I'm not as patient. I've seen this kind of entitled nonsense before, it's one of the reasons I got out of modding for Freelancer and Paul shouldn't be apologizing because his answer to a question with an obvious answer, wasn't obsequious enough.
  8. Not a poo storm. It's my fault for trying to apply real world engineering precedents to a game situation and I should have known better. I was thinking of the realism value that such a part would have a mechanical infrastructure, which of course doesn't exist here, but if it were real, would have to be accommodated in the design.
  9. Ya but you can at least imagine there is some kind of chamber in behind the things I guess but they are supposed to be able to pass through this module and it would a hell of a tight squeeze getting by those seats going from front to back don't you think? If it weren't for the surrounding tanks there would be tons of room but because of those it make that space seem a lot smaller. I'm game if you guys think they could somehow fit and allow passage around that docking assembly, after all the seating doesn't have to be as huge as every example we've illustrated.
  10. If it's just an entry, with no airlock, no safeguard, not the way I would design it but whatever, it's just a game after all.
  11. Ya on that hull, though you would have to remember the port retracts so it going to take up more space inside, so if we're not playing Doctor Who about things there's a fat tube in the middle of the room that port and it mechanism is sitting in. Is there still going to be room for seating around it?
  12. It wouldn't be logically sound, you made a good call. The docking port is a combination airlock and access with a mechanical extension tunnel, realistically there wouldn't even be room in there for crew seating.
  13. I've been using DDS4KSP to convert PNGs to DDS, I do have Nvidea tools and plugins, etc. for when I'm actually creating or editing textures, but DDS4KSP does the job very effectively as a standalone app and it's handy for bulk conversions.
  14. Be advised, your texture problems could be driver related, I had recently updated my ATI video drivers and the graphics were horrible, the gpu seemed to be choosing the lower resolution mip maps to render, showing graphics very much like what is being illustrated here, I rolled back to a known good version of the drivers and the textures were crystal clear.
  15. This mod is basically for parts, it does use Firespitter for the fuel switching options and while that is included with this mod for completeness, it is always best to go directly to the source for the latest files, especially if you're having problems.
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