Fireheart318

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About Fireheart318

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    A cat

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  • Website URL www.youtube.com/c/Fireheart318

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  • Location Staring at the big red button
  • Interests KSP (duh), Destiny (tied with KSP for favorite game), GTA Online (especially racing), YouTube, space, cats, cats in space, space in cats (wtf?), waiting for whenever the next long weekend is, Steven Universe and My Little Pony: Friendship is Magic (tied for favorite TV show), planes, science, and cats. Yeah, that's pretty much it

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  1. Probably. I tried the rapid-closing workaround but it doesn't wanna work.
  2. 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!
  3. 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.
  4. 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!
  5. Suggestion - Grenade launcher. It would work like a gun but it shoots tiny bombs instead of bullets.
  6. 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.
  7. Fireheart318

    [1.5.*] RCS Build Aid Continued - New Dependencies

    It's unofficially official, this is my #1 must-have mod!
  8. Fireheart318

    What did you do in KSP today?

    Remember that giant rocket I talked about the other day? Here's the finished version! Jeb standing on one of the THE BEHEMOTH!!!'s landing legs with the Hummingbyrd STOL aircraft in the foreground. It just got back from dropping some of a Minmus-bound space station in LKO. I forgot one docking port on it but it'll work. Full disclosure - I DID move the rocket to the KSC using VesselMover, but I only landed in the shallow hills a few kilometers away. Hummingbyrds are the sharks of the sky, THE BEHEMOTH!!!s are the spears of space... or something. idk. I promise I did this on my first try. Also, you can see the Hummingbyrd exploding in the distance just above/behind the runway. https://imgur.com/a/tJJYXbD
  9. Fireheart318

    How small the >orbitable< body can be?

    I messed about with Kopernicus a bit a few years ago. I didn't get very far but I did make a tiny planet with a diameter radius of 500 meters. I made it have next to no gravity (Hyperediting in gave me a hyperbolic trajectory with several million years to go). I'd assume I could make it smaller if I wanted, but I really just wanted to mess around in a Star Wars-like spacemosphere and the planet was just there because it had to be. Prüph -
  10. Fireheart318

    What did you do in KSP today?

    I built a gigantic SSTO rocket and flew it to orbit. It's able to carry a full orange tank and various nick-nacks to orbit AND BACK without using any of the payload's fuel! I had some serious issues with landing without severing the bottom tank, losing control of the whole thing, flying into the air for a bit, and blowing up on the ground. I wound up using legs made of I-beams connected to one of the main tanks (not the one the engines are connected to) to cushion the landing and a set of 9 Vector engines to lift it into orbit. The hardest part is landing back at the KSC! I just can't nail it! I'm either off by a few degrees, come in too hot and blow up, or just miss entirely! The second-hardest part was maintaining aerodynamic stability; going up, I have a service bay with aerodynamic bits on the bottom of the rocket that I close once I get past ~35km, and going down, I use 2 sets of 8 airbrakes and a ring of vernor engines to adjust the pitch. I can't get images of the finished product but I DO have an early prototype falling over on the launchpad. The final version has a bigger fuel tank, larger LfO tank separating the two cargo bays, and custom landing gear that's actually pretty good (assuming it doesn't burn up on re-entry).
  11. Fireheart318

    Is there a Mk0 fairing mod?

    So I finally got around to adding the fairing to the game and it works great, except the base is slightly ahead of the rest of the fairing and it just doesn't look that great. What should I do to fix it?
  12. Fireheart318

    [1.6.1-2 + Backports] Kopernicus & KittopiaTech

    Are the examples still up to date? Specifically, I'm asking about the Planet with Maps tutorial - https://github.com/Kopernicus/KopernicusExamples/blob/master/KopernicusExamples/Creating New Bodies/PlanetWithMaps/KopernicusPlanet.cfg Is there just a blank planet with textures and everything already set up? I just want to mess around with heightmaps
  13. Fireheart318

    What did you do on your first KSP Flight?

    My very first launch? I tried to make a plane and had no idea what I was doing. I spammed keys until something happened. It took me several days to realize I needed air intakes...
  14. I guess that's another reason for the Mk0 fairing I suggested as well. You could turn it upside down and put the engine on the second node.