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Azunki

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  1. I have a question, and a bit of a problem. How am i supposed to, or expected, to launch a 100m tall tower of an antimatter engine into space, much less attached to something?
  2. This is perfect. i keep having the same problems with credits in career mode. A source of income with mining would be greatly appreciated. Please keep up the good work. I'd only suggest changing the name of NFPP, because that makes no sense at all
  3. Finally! i couldn't stand any more of those WW2 weapons in my space-age game Great job.
  4. No problem, thanks for the better fix too. By the way, any chance we can get an intakeless falken? i think it would look better if i'm not going to put the turbines on the main body Also, have you ever thought about making COFFIN cockpits? i'm guessing you already know about this due to the falken's name. you got a great mod going there
  5. Here's a picture of what happens As you can see, i'm pitching up all the way and it's barely lifting. The wings control surfaces don't even move either. The RCS and the reaction wheels are doing most of the work there. And, if i right click the wing, it only shows options for the fuel tank inside it. While the body seems to be somewhat producing lift, in the editor the lift vector doesn't appear anywhere, unless i put some stock wings there The wings don't produce any lift, as proven by the reentry which made me bump into this issue the craft was absolutely unstable at high speeds, as if it had no wings, but thankfully i was able to land on body lift and reaction wheels alone. Here's the output log, i put it on dropbox because it's unmanageably huge: https://dl.dropboxusercontent.com/u/44181259/output_log.txt And my installed mods: All installed through CKAN, except for B9 aerospace which is still in development and thermal nuclear from Eskandare
  6. Here is our temporary fix: @PART[kuCockpit]:NEEDS[FerramAerospaceResearch|NEAR] { @minimum_drag = 0 @maximum_drag = 0 @angularDrag = 0 !MODULE[ModuleLiftingSurface] {} } @PART[falkenDrone]:NEEDS[FerramAerospaceResearch|NEAR] { @minimum_drag = 0 @maximum_drag = 0 @angularDrag = 0 !MODULE[ModuleLiftingSurface] {} } @PART[cobraCockpit]:NEEDS[FerramAerospaceResearch|NEAR] { @minimum_drag = 0 @maximum_drag = 0 @angularDrag = 0 !MODULE[ModuleLiftingSurface] {} } @PART[droneTwo]:NEEDS[FerramAerospaceResearch|NEAR] { @minimum_drag = 0 @maximum_drag = 0 @angularDrag = 0 !MODULE[ModuleLiftingSurface] {} } @PART[falkenTwo]:NEEDS[FerramAerospaceResearch|NEAR] { @minimum_drag = 0 @maximum_drag = 0 @angularDrag = 0 !MODULE[ModuleLiftingSurface] {} } //Mass changes for FAR; Thanks to AccidentalDissasembly for the recommendations. @PART[cobraCockpit|kuCockpit|falkenTwo]:NEEDS[FerramAerospaceResearch] {@mass *= 0.7} @PART[droneTwo]:NEEDS[FerramAerospaceResearch] {@mass = 1.4} //TEST //@PART[ADVfin]:FOR[FerramAerospaceResearch] //{ //@module = Part //@maximum_drag = 0 //@minimum_drag = 0 //@angularDrag = 0 //@dragCoeff = 0 //@deflectionLiftCoeff = 0 // !MODULE[ModuleLiftingSurface] {} //MODULE //{ //vname = FARControllableSurface //MAC = 1.42 //MidChordSweep = 15.47 //b_2 = 2.5013 //TaperRatio = 0.56481 //maxdeflect = 20 // transformName = ctrlSurf //} //} Where can i find the output log though? and should i grab it with the old config file?
  7. Just a heads up, this last update conflicted with the OPT spaceplane parts mod, as well as a few other that added wings and stuff, like b9 procedural wings. It made wings nonfunctional, not even producing any lift. My friend tracked down the problem to the "AoA_FAR_Config.cfg" file, and managed to make a temporary fix, but we're not modders, so i suggest you take a deeper look into it.
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