Fireheart318

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About Fireheart318

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  1. I built a VTOL cargo plane! It sports 20 Wheesley engines and more intakes than I can be bothered to count. Most of them are useless in flight but are needed to avoid flameouts when taking off vertically. I tried everything I could think of to reduce the number, including putting intakes on spinning servos to make them move faster (it didn't work). It can lift an almost-full orange tank and costs well over 100,000 funds. I'll post a download link once I work out the rest of the kinks.
  2. @linuxgurugamer, @FreeThinker, would either of you be interested in picking this mod up?
  3. I kept working on my ornithopter. I think I’m getting close to generating meaningful thrust. Maybe I need to push down as well as backwards? Maybe I’ll just go with a dolphin/chinese dragon kinda thing where just the tail flaps? My main issue is floppy robotics. Even with turning off damping and fiddling with autostruts, I just can’t get them to stop flopping!
  4. I have three suggestions for the Guard Mode AI - 1 - Have an option to make the AI attack anything that isn't on it's team, even if it doesn't have weapon manager on it. 2 - Have an option to double click on a vessel to have the AI attack it. 3 - Have an option to make the AI go psycho and attack anything that isn't itself, including friendlies. As of a few seconds ago, yes.
  5. Don't forget about boats! I managed to make a steamboat-style boat reach 21m/s after a few attempts. I'd imagine people will be making aircraft carriers for Eve at some point. Edit - Full disclosure, I'm using a USI reactor to power this thing. It uses about 8(?) Electric Charge a second, so you'd need a pretty decent power source
  6. Turn off damping. I can only assume that these parts have damping for walkers and/or suspension
  7. Floppy hinges fix - Turn off damping. I'd assume they made the hinges floppy to allow them to function as some sort of suspension or to keep robotic legs from going nuts. Just set it to zero and it should be fine.
  8. Suggestion - Allow servos and things to face prograde, radial, etc., allowing for engines, fins, wheels, and the like that always face forward while other parts of the ship are sideways
  9. Probably. I tried the rapid-closing workaround but it doesn't wanna work.
  10. I have a bit of a problem - Cargo bays aren't working as intended; objects in cargo bays still have aerodynamic physics enabled, whereas stock bays don't as long as they're closed. Let's just say it's been a real drag on my Eve space station city-plane project. Planes landed in the rear garage for crew transfer and other "needs" still generate lift and drag. It wouldn't be as big of a problem if I could reliably dock with a double-pair of normal docking ports, but my piloting skills aren't up to that yet, so I have to use the Klaw, leaving everything at weird angles. I think you can see where this is going... right into the ocean. Aside from the cargo bay issue, I am loving this mod!
  11. Hey, um, quick question, I have a vehicle that weighs almost as much as two 747s. How do I keep the wheels from breaking? I'm using 16 KF Large Wheels if it matters.
  12. I'm trying to make an across-the-board change to the attach rules; I want to have everything be radially-attached - "x,x,x,1,x". How do I only change the fourth value? Also, how do I edit every part? I have the syntax in another window but I just can't figure it out!
  13. Suggestion - Grenade launcher. It would work like a gun but it shoots tiny bombs instead of bullets.
  14. Hey, ah, we got a bit of a weird issue here; the Spacedock link gives me the BD Armory files instead of Vessel Mover. Github works fine though.