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TheMan2000

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Everything posted by TheMan2000

  1. Thanks for that. Just out of curiosity, what was causing it?
  2. I'm having a problem: The moment these engines so much as touch water, they are immediately destroyed, no matter how slowly they touch the surface. I've even increased the impact tolerance to unrealistic levels (50+ m/s), but no dice. Please help!
  3. I made a small change to your config file (I found it was causing some modded parts the FUR hover engines to work incorrectly), and I was wondering if I did it right: ///Gimbal For All, by The_Sea_Four ///Make sure all engines have ModuleGimbal @PART[*]:HAS[@MODULE[ModuleEngines*],!MODULE[ModuleGimbal]:HAS[@PROPELLANT[SolidFuel]]]:FINAL { MODULE { name = ModuleGimbal gimbalTransformName = #$/MODULE[ModuleEngines*]/thrustVectorTransformName$ gimbalRange = 0.0 } } ///Add 1 degree @PART[*]:HAS[@MODULE[ModuleGimbal]:HAS[@PROPELLANT[SolidFuel]]]:FINAL { @MODULE[ModuleGimbal] { @gimbalRange += 1 } } EDIT: The intent was, in fact, to only apply gimballing to solid boosters, and for two reasons: 1) I have linuxgurugamer's "Tweakable Everything Continued" installed, (every existing gimbal is made tweakable) and 2)I determined that the FUR hover engines' gimbals were rendered inoperative by the change.
  4. Given that 1) these engines have only two throttle settings ("on" or "off"), and 2) their thrust is determined only by the fuel type (bomb size) used, is there any way to make that true thrust value available to mods like Better Burn Time, MJ, and KER? Because while I love these engines, I often don't use them because I tend to rely heavily on very accurate maneuver execution. Maybe combine the fuel pellet tank and engine into one content-switchable part? Or maybe just a MM patch that tells those mods what to look for? P.S. Can the Medusa only open in a vacuum, or is it bugged? Edit: Oh well, brute force and hopeful guessing it is, then. *shrug* Thank you for the rapid response.
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