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Quiznos323

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Everything posted by Quiznos323

  1. The Cyclone animation is dependent on the engine state, so to close them you have to deactivate the engine
  2. Update to 1.2.7 is out! Adds: -Mk2 Linear Aerospike Rocket -Mk2 Shielded Docking Nose -Mk2-1 Slanted Adapter -Mk2 Medium Nose Cone
  3. I think I may remove the hover function in the next update until Firespitter.dll is fixed for it. The heat bug combined with not seeming to work seems more like a hassle at this point than a worthwhile feature. To get the wing section to work place them in symmetry and whichever wing has the flag decal pointing towards the floor should be set to reverse thrust. Default thrust always points in the direction opposite the flag, or "up", side .
  4. Has anyone run into this bug yet? Every time I try to take out a part it drops to the floor and can't be used... also the flag, asteroids and kerbals show up in the parts list lol xD I'll try a fresh install and see if the same thing happens. Edit: A fresh install did the trick, working normally now
  5. That's an interesting idea, I'll consider it I can imagine making different variants of them that perform different tasks (i.e. intake, RCS, fuel, battery, etc).
  6. I did! It was a great suggestion. I'll include it in the next update In other news, this is almost finished, just gotta make sure everything is tweaked the way I want it:
  7. Not sure, it was kind of a concept piece, but if I like how it comes out then I will release it. And yes, I would make sure it had a cool IVA
  8. Maybe something like this? All four nose sections would open up sort of like a petal adapter.
  9. Ahh I see.. that can be done Edit: So like this,
  10. Something like this? Or do you want a straight section on the Mk2 side then begin the slant?
  11. I do have a docking port modeled and textured right now, but I could see about making a shielded one in the future
  12. I switched out the open nozzle colliders on the Mk2 Twin Jet in the last update so that should hopefully fix the voxellation issues there I forgot that wings need their own FAR module as well. I'll have to see how I can make that part fully compatible.
  13. I'm not exactly sure... probably has to do with the lift or drag that wings produce in atmosphere. The aero forces debug menu might help you with that one
  14. It's on the to-do list, I just keep getting distracted with other ideas that I start working on xD Like this.. When I make VTOLs I like to put the CoT a little bit behind the CoM. That way it offsets the pitching backwards Thanks Nertea! I'm pretty happy with how it came out
  15. 1.2.6 is out! Adds the Mk2 NERVA Dual Atomic Engine Thanks, it means a lot You mean like Mk2 engines or just regular stock-a-like looking engines? I can't stop you from making anything, so I'd say go for it, but I am planning on continuing the line of Mk2 engines with VTOL rapiers, a purely rocket engine, and a linear aerospike
  16. I set up the wing so that the side with the flag is "up", so the default thrustTransform is pointing opposite of the flag side. When you place the wings in symmetry you then have to reverse the thrust on the wing that now has the flag pointed at the floor. If you first place a wing upside down then you will have to reverse that one and leave the other at default.
  17. Been working on this one for a while and I'm pretty happy with it so far. Let me know what you think Next up I'll be working on the VTOL Rapier set, so stay tuned for more on that when I get the models finished!
  18. I may see about adding these at some point. Gotta finish the current parts I'm working on first though
  19. Ah I see, easy enough fix Thanks, I'll put it on the list for the next update. Does this only apply to engines? I have some other parts that use open colliders as well.
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