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Fireheart318

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Everything posted by Fireheart318

  1. Two things - 1 - Are we going to be able to make and place our own launch sites? 2 - I feel like Squad/T2/??? is trying to create stock versions of mods to replace mods so they can eventually be banned. PLEASE tell me this isn't the case!
  2. I touched down at 0.1 m/s and all three of my landing legs broke on impact. My craft doesn't even weigh four tons on Kerbin! The Mun should be a piece of cake!!
  3. Can we have some super-mini weaponry for super tiny crafts? I don't want ammo boxes and machine guns dominating my crafts! Also, tiny missiles would be great as well, even if they don't do much! Also also, it would be great if the laser was tweakscale-able!
  4. It would be great if we could have a variant of all the rover wheels that are perfectly centered like landing gear. For all your motorcycle needs!
  5. Ah, I've only used the personal chutes in sandbox mode. That makes even less sense! I think Gargamel's suggestion... ...makes the most sense here. As for the original problem, would a basic smaller chute for landing small "personal" crafts work? One that's basically an "oh excrements!" button and doesn't have any specialized mechanisms so anyone can repack them.
  6. I built a plane that would have to land on the VAB in career mode, so I added a parachute. I decided to repack it after I was done just in case I needed it again. Turns out I can't repack it because Jeb isn't an engineer. I think any kerbal with an EVA parachute should be able to repack spacecraft parachutes as well. Engineers still have other class bonuses and should be able to repack spacecraft chutes by default
  7. Holy crap that reminds me of a car from one of my favorite childhood games - Speed Racer the Videogame! Do you have a download for it somewhere?
  8. One of the prototypes I made for the Dakar challenge last year. The chassis mod is Structural Tubing and the fuel tank (in the back under the wing) is from Karbonite
  9. We need a 1.25m engine plate. And a Mk2, Mk3, and 0.625m while you're at it!
  10. I haven't used the most recent version of Thor Tech/Deep Sky recently but I think the Spitfire cockpit would benefit from having the hatch on the top, at least as a variant if not by default.
  11. Quick question - how do I edit the .cs file? I have no idea what I'm doing. Also, what do I edit?
  12. [Looks at code] [Head explodes] Umm... can I have a little help understanding what's going on there?
  13. Helloooo @RoverDude ! I need some help with ultra-high altitude atmosphere intakes! The goal is to make a high altitude intake for a high altitude ion engine like the one Scott Manley talked about in one of his recent videos - https://www.youtube.com/watch?v=srmtxK44YXk . The problem is I can't figure out what determines an intake's ability to suck in air at a given altitude. Alternatively, how do I reconfigure intakeAtm (or make my own resource) that is available all the way to the edge of space?
  14. But what about the actual intakes? They don't function that high up and I don't have the skill or knowledge to make a new resource or intake
  15. I need an intake that works well at roughly 55,000m and up. Is that even a thing that can happen? How do I make it happen?
  16. I saw this video by Scott Manley where he went over an ion engine that collects air from the upper atmosphere and uses it as fuel to stay in orbit. I think this could have some rather... interesting uses in KSP. Things such as ICBMs and crafts for traveling to and from a planet's moons. It would also be cool if we could store some of the gas in tanks for use in orbit. Here's the video -
  17. It's super annoying when an intake that looks totally exposed actually isn't and stops the whole plane from working.
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