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Posts posted by SSgt Baloo
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16 hours ago, DStaal said:
Personally, I'd probably be using EL. Build in orbit, just launch the materials. (Likely in multiple launches...)
It's one giant piece that I can't "build in orbit". Has anyone actually launched one into orbit, either alone or attached to other colony bits??
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I love this mod, but does anyone have any ideas how to get the really big spherical garden into orbit? I'm having "difficulties" and would like to benchmark someone else's best practices, if possible.
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This is still my favorite mod. Thanks for keeping it up and even making improvements.
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On 11/10/2018 at 6:44 PM, BF2_Pilot said:
Maybe we can make it a radar .
Actually a good effect need much trying.
Btw,the aircraft learned from Ye-2 and Bf-110.
Thanks. Now to go look them up so I can make something similar, yet different.
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14 hours ago, BF2_Pilot said:
...So it doesn't make things easier for the Kerbonaut flying the plane, but just provides me with a sight for when I'm flying manually? That sounds like a good thing, but not one I can benefit much from. I have hand spasms* and no longer fly any planes (except briefly) unless I'm using an autopilot or other pilot assistance program.
* It has made building planes more difficult than it used to be, but not impossible. Trying to position a small part in just the right place and orientation can be an adventure.
ETA: Nice-looking plane. Is it intended to look like a specific air vehicle or is it one of your own? -
I've been building WW2(-ish) fighter planes and recently downloaded this mod. Are the included gun-sights functional or merely decorative? If they are functional, then how are they intended to be used?
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I loved all the weird experimental aircraft produced between the end of WWII and the '70s. The Ryan XV-5A Vertifan was just one of these, but I have no idea how to begin building one in KSP. I've made a few false starts, but need help from people more experienced in building VTOL aircraft (I fear I have little talent for that task). The challenge is to build a flyable approximation, and/or then tell me how to do likewise. I'll be taking notes.
Relevant video (and thanks in advance):
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I never have problems with CKAN. Except that today I'm having one.
I downloaded the program anew because it wasn't working right and now it breaks every time I try to run it. It won't start, and instead I get a message that reads as follows:
Unhandled exception:
System.NullReferenceException: Object reference not set to an instance of an object.
at CKAN.RegistryManager.AscertainDefaultRepo()
at CKAN.RegistryManager..ctor(String path, KSP ksp)
at CKAN.RegistryManager.Instance(KSP ksp)
at CKAN.Main..ctor(String[] cmdlineArgs, GUIUser user, Boolean showConsole)
at CKAN.GUI.Main_(String[] args, Boolean showConsole)
at CKAN.CmdLine.MainClass.Main(String[] args)
I have no idea what it's trying to tell me. How do I figure out what's wrong so I can fix it?
ETA: After futzing with things for a bit, I realized that maybe the CKAN folder that shows up in the KSP folder once it's been run once might be messed up* and so I deleted it and ran CKAN a second time.
That seemed to fix things. I'm still getting ready to ops check the game and see if it really is fixed or if I'm just whistling in the dark.
* Technical term. -
I wasn't able to manually install this in 1.30, but for 1.31, it works! I've been building planes based on the design of the Payen Pa-22, and the radial engine works very well with it. I also like the 2.5m offset adapter that tapers to 1.25. I can use tweakscale to shrink it down for use as the tail of an F-86 approximation. Bonus!
It also makes my P-36 approximation look much less approximate. -
I've been trying to use this mod with BD armory, and I noticed some intermittent problems that do not occur when I am flying just one plane with this mod.
The first plane loads normally, but the second and subsequent planes spawn (using Vessel Mover) with no crew. I tried just going back to KSC, then into the SPH, then launch a new plane. Sometimes it works, but on subsequent launches, some or all of the planes I had already launched and moved off the runway were missing. When I go to the KSC, some of the planes will not show a standard icon, but one for debris.
I'm not sure how to chase down the gremlins for this problem, so I'm hoping someone smarter will have an idea that helps. Otherwise, perhaps they could suggest a mod that includes cockpits about the same length and weight as this one? I'd rather use these, as they are perfect for WW1 planes, and (aesthetically, at least), preferable to the ones that come with Firespitter. -
14 hours ago, Beetlecat said:
The included version will blow up/overwrite the current (newer) one. Make sure to only copy in the KAX folder.
I tried that, but none of the parts from the mod were showing up in the hangar. I've managed to download some other mods I'm fond of that aren't available on CKAN yet, but I think this is one of the ones I'm gonna have to wait to come out on CKAN before I can install it.
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I already have the Firespitter mod. Will the included version override that one? If that would cause problems, what steps must I take to avoid them?
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So even if KAX says it's only good for 1.2, I can use it in 1.3? WHat do I need to download and where do I need to install it?
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I really like this mod. It presents me with clear readings and brings up the critical temperatures I need to worry about. If a part is hot, it's nice to see how rapidly it's heating, if something I did to cool things back down actually helped lower the temperature, and how close am I to "hot enough to explode". Thanks!
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27 minutes ago, Benjamin Kerman said:
I dont understand.
Perhaps this will refresh your memory (provided you've ever seen it).
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Just one question: will this get me to plaid?
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9 hours ago, kiwinanday said:
I still want flying boat parts.
You and me both, brother! I just wish I could use tweakscale on the floats that come with Lack's Stock Extension (SXT). That would solve most of my flying boat needs.
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2 hours ago, Stone Blue said:
Might be kewl to do an ejectable cockpit, like the F-111's:
https://gizmodo.com/the-f-111-aardvark-a-flying-transformer-with-a-four-ma-1509524515The 1st video on that link shows how the cockpit ejects & rights itself...
Relevant video (Read the comments on the first one if you want to see commentary by people who worked on them.
This one has sound and gives some idea of how it was developed.
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On 3/31/2017 at 5:13 PM, Citizen247 said:
@SSgt Baloo Well, that was more difficult than I was expecting... Anyway, I think these configs should work, as ever just copy paste the code into a text file in the gamedata folder with the .cfg extension. With these engines shouldn't splutter out until the craft is travelling much faster, way faster than possible under the power the engines provide, except in a steep dive. If there's any problems please let me know.
3The only problem I experienced was resolved when I removed the '.txt' extension my text editor had "helpfully" added to the '.cfg' extension you specified. It works. Thanks! Now I can make that FR-1 homage without the engine sounding like it's gasping for breath all the @#$% time.
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4 hours ago, Citizen247 said:
@SSgt Baloo Well, that was more difficult than I was expecting... Anyway, I think these configs should work, as ever just copy paste the code into a text file in the gamedata folder with the .cfg extension. With these engines shouldn't splutter out until the craft is travelling much faster, way faster than possible under the power the engines provide, except in a steep dive. If there's any problems please let me know.
@PART[51prop] { @MODULE[ModuleEngines] { -velCurve {} velCurve { key = 0 0.9 key = 0.05 1.1 key = 0.1 0.6 key = 0.15 0.4 key = 0.17 0.15 -0.025 0.1 key = 0.218 0.15 key = 0.3 0.1 key = 0.4 0 key = 0.5 0 key = 0.6 0 key = 0.7 0 } } } @PART[chaikaprop] { @MODULE[ModuleEngines] { -velCurve {} velCurve { key = 0.7 0 key = 0.6 0 key = 0.5 0 key = 0.4 0 key = 0.3 0.1 key = 0.218 0.15 key = 0.17 0.15 -0.025 0.1 key = 0.15 0.4 key = 0.1 0.7 key = 0.05 1.1 key = 0 0.9 } } } @PART[hawkerprop] { @MODULE[ModuleEngines] { -velCurve {} velCurve { key = 0.7 0 key = 0.6 0 key = 0.5 0 key = 0.4 0 key = 0.3 0.1 key = 0.218 0.15 key = 0.17 0.15 -0.025 0.1 key = 0.15 0.4 key = 0.1 0.6 key = 0.05 1 key = 0 0.9 } } } @PART[fokkerprop] { @MODULE[ModuleEngines] { -velCurve {} velCurve { key = 0.7 0 key = 0.6 0 key = 0.5 0 key = 0.4 0 key = 0.3 0.1 key = 0.218 0.15 key = 0.17 0.15 -0.025 0.1 key = 0.15 0.4 key = 0.1 0.6 key = 0.05 1.1 key = 0 0.9 } } } @PART[spadprop] { @MODULE[ModuleEngines] { -velCurve {} velCurve { key = 0.7 0 key = 0.6 0 key = 0.5 0 key = 0.4 0 key = 0.3 0.1 key = 0.218 0.15 key = 0.17 0.15 -0.025 0.1 key = 0.15 0.4 key = 0.1 0.6 key = 0.05 1.1 key = 0 0.9 } } } @PART[109Prop] { @MODULE[ModuleEngines] { -velCurve {} velCurve { key = 1.0 0.05 key = 0.6 0.15 key = 0.5 0.3 key = 0.4 0.4 key = 0.3 0.5 key = 0.2 0.6 key = 0.1 0.7 key = 0.05 0.8 key = 0.0 0.2 } } } @PART[corsairprop] { @MODULE[ModuleEngines] { -velCurve {} velCurve { key = 0 0.2 key = 0.15 1.8 key = 0.35 2 key = 0.5 2.25 key = 0.533 2.5 key = 0.571 2 key = 0.6 1 key = 1.2 0.15 key = 1.3 0 } } } @PART[fighterProp] { @MODULE[ModuleEngines] { -velCurve {} velCurve { key = 1.2 0 key = 0.6 0.15 key = 0.5 0.4 key = 0.4 0.5 key = 0.3 0.6 key = 0.2 0.7 key = 0.1 0.8 key = 0.05 0.9 key = 0.01 0.2 } } } @PART[merlin] { @MODULE[ModuleEngines] { -velCurve {} velCurve { key = 1.2 0 key = 0.6 0.15 key = 0.5 0.5 key = 0.4 0.6 key = 0.3 0.7 key = 0.2 0.8 key = 0.1 0.9 key = 0.05 1 key = 0 0.2 } } } @PART[spitfiremerlin] { @MODULE[ModuleEngines] { -velCurve {} velCurve { key = 1.2 0 key = 0.6 0.15 key = 0.5 0.15 key = 0.4 0.5 key = 0.3 0.6 key = 0.2 0.7 key = 0.1 0.8 key = 0.05 0.9 key = 0 0.2 } } } @PART[yakprop] { @MODULE[ModuleEngines] { -velCurve {} velCurve { key = 1.2 0 key = 0.6 0.15 key = 0.5 0.5 key = 0.4 0.6 key = 0.3 0.7 key = 0.2 0.8 key = 0.1 0.9 key = 0.05 1 key = 0 0.2 } } } @PART[zeroprop] { @MODULE[ModuleEngines] { -velCurve {} velCurve { key = 1.2 0 key = 0.6 0.15 key = 0.5 0.15 key = 0.4 0.45 key = 0.3 0.5 key = 0.2 0.6 key = 0.1 0.8 key = 0.05 0.9 key = 0 0.2 } } } @PART[609prop] { @MODULE[ModuleEngines] { -velCurve {} velCurve { key = 0 0.8 1.89316 3.418098 key = 0.05875192 0.8775314 0.4564748 0.2891575 key = 0.1583306 1 3.352347 5.258858 key = 0.3687735 2 -1.074321 -1.396563 key = 0.453742 0.5020632 -20.08426 -27.29297 key = 0.48024 0.15 -10.55316 0 key = 1 0 } } } @PART[herculesprop] { @MODULE[ModuleEngines] { -velCurve {} velCurve { key = 0 0.2 1.89316 4.257315 key = 0.05875192 0.5775314 4.51535 5.460775 key = 0.1583306 0.8987856 1.954352 1.406301 key = 0.3687735 0.9423077 -1.074321 -1.396563 key = 0.453742 0.5020632 -11.09639 -27.29297 key = 0.48024 0.15 -2.155498 0 key = 1 0 } } } @PART[KP12] { @MODULE[ModuleEngines] { -velCurve {} velCurve { key = 0 0.2 1.89316 4.257315 key = 0.07558221 0.5198391 4.51535 5.460775 key = 0.180771 0.8685658 1.954352 1.406301 key = 0.426277 1 0.007580085 0.1067214 key = 0.6839223 0.7173204 -3.140433 -3.111811 key = 0.75 0.2067631 -14.63135 -2.227556 key = 0.8 0.15 -0.7762069 0 key = 1 0 } } } @PART[predatorprop] { @MODULE[ModuleEngines] { -velCurve {} velCurve { key = 0 0.2 1.89316 1.420127 key = 0.04332581 0.3051233 3.298521 5.189034 key = 0.113666 0.8242664 3.404574 2.680233 key = 0.3168801 1 -0.05841255 -0.9512597 key = 0.3708841 0.8307655 -8.070393 -19.79053 key = 0.390347 0.15 -2.155498 0 key = 1 0 } } } @PART[tbmProp] { @MODULE[ModuleEngines] { -velCurve {} velCurve { key = 0 0.2 1.89316 4.257315 key = 0.3168801 1 -0.05841255 -0.2445999 key = 0.4497007 0.6403973 -7.308682 -6.591367 key = 0.4771196 0.191044 -20.40584 -7.28479 key = 0.4923835 0.148169 -2.750149 0 key = 1 0 } } }
Roger, copy! I'm winding down today, but I'll give it a shot tomorrow. I already created the file and put it in Gamedata. We'll see how it works.
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11 minutes ago, Citizen247 said:
It actually not the intake, the prop engines have fairly aggressive velocity curves that drop to 0 over a certain speed. When the aircraft is travelling faster than that velocity the engine cuts out.
It would be nice if it stopped dropping off at some low amount that allowed the engine to idle instead of cutting out, like maybe 3-5% or thereabouts.
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53 minutes ago, kiwinanday said:
I like V-tails, twin-tails, and twinbooms, myself.
ALSO:
But with the tiltrotors instead of ducted fans.2Ducted fans would be cool, once he gets the tilt rotors sorted. He might be able to use the tiltrotor as a starting point. Maybe if we ask real nice and don't pester afterward?
May we have ducted rotors PLEASE?
Like that. -
5 minutes ago, blackheart612 said:
But before all that, was doing something on the sidelines, @qromodynmc
Experimental adjustable tilt-rotor using stock. It's less than what any plug-in can do but at least I didn't need another plug-in other than FS. (Sped up twice because of low FPS)
Not bad. Most of my VTOL experiments end up at ground level (or below) shortly after take-off.
[1.9.X] Tantares and BDB now in Colors!
in KSP1 Mod Releases
Posted
I absolutely love the space taxi paint. Anybody got suggestions for what parts might look good as "in-service/out-of-service lights?