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Fireheart318

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Everything posted by Fireheart318

  1. I hope they add some programability and logic stuffness. For a practical example, I'd want to be able to program a rocket to launch, deliver a payload to orbit, and then deorbit itself. For an impractical example, I'd want to be able to tell the wheels on a car to face forward prograde no matter how sideways it is.
  2. Hey, I'm having some trouble gliding my booster... thing back to the KSC. It has no trouble getting a payload into orbit, but it doesn't like coming back down. At roughly 1200m/s, the craft spins out of control on the yaw axis. I've tried moving the wings around, and added more yaw control, neither of which actually helped that much. What can I do to keep it from crashing? Important to note, there are two wing strakes with Elevon 4's on them underneath the wings, and I've drained the craft's fuel to give you a better idea of what it's like when dry. It crashes regardless of whether the airbrakes are deployed or not.
  3. Would it be possible to switch between Basic, Plus, Male, and Female ports mid-flight using animations(?) (like cargo bays)? I.e. having moving parts that can be deployed and retracted stuffed in one single part instead of having them separated into four different parts? Also, having Male, Female, and Plus versions of the Jr., standard, and Senior ports would help a lot! Also, maybe a sideways/linear port that you slide into instead of docking face-to-face and are only able to face forward or backward? Where a docking port is a reusable stack decoupler, the linear port would be a reusable radial decoupler. It'd be useful for removable wings on SSTOs, weapon racks, parasite fighters, re-attachable drop tanks, and other stuff. Either way, it's awesome to see Pico Port being maintained again! It's a surpsingly useful mod for the kind of stuff I do!
  4. Yeah. Front, top, and back. For example, you could put them on a VTOL's wings to control roll and yaw without having giant blocky conglomerations of ports in weird places and angles on the plane.
  5. Coud you add two-way ACS pods? Like the normal one-ways but with holes on both sloped parts? And three-ways too? Sorry if this is in the wrong thread, I couldn't find the Deep Sky Core thread (and I searched around for a solid ten minutes)
  6. 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.
  7. @linuxgurugamer, @FreeThinker, would either of you be interested in picking this mod up?
  8. 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!
  9. 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.
  10. 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
  11. Turn off damping. I can only assume that these parts have damping for walkers and/or suspension
  12. 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.
  13. 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
  14. Probably. I tried the rapid-closing workaround but it doesn't wanna work.
  15. 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!
  16. 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.
  17. 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!
  18. Suggestion - Grenade launcher. It would work like a gun but it shoots tiny bombs instead of bullets.
  19. 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.
  20. 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
  21. 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 -
  22. 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).
  23. 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?
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