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About blackheart612

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    Aerospace Engineer

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  1. I'll still keep checking if anybody has problems with APP so no worries. Since I still get to play from time to time
  2. Tested and uploaded the file. There's a file structure change on github too which is an old change I didn't know existed. I merged the files with the main branch for now. I'm not too good with github... But anyway, should be good now. If any issue arises, please let me know, I will make sure things are fixed within my capabilities when I have the time. I didn't, but I if you've just read my post, I'm basically stopped now due to the recent reformat. I have a new laptop now but it can't run KSP, I use it for work, which is basically more or less full time 2D art commissions. As oth
  3. Thanks, I'll still have to check it out in-game when I get the time before adding it
  4. It's a necessary mechanic for mirroring parts. Unless something changed, this is exactly how mirrored parts on KSP behave as well. Ah yes... this is a unity problem. Regarding this, in my time of developing this mod and playing KSP, Ive always done it in a rundown old laptop (nowadays I use a friend's PC to play games at all). It always overheated and is basically dying. Said laptop contained a HUGE unity project folder both released and unreleased, along with a ton of models and textures. Problem was, I had to reformat it. And at that time of needing to reformat it, there was no stora
  5. It could be very responsive without SAS but it should be fine if it has SAS. You also shouldn't oversteer or overcompensate. Just gentle tilts will move you towards the general direction. Oversteering will make it difficult to recover. Most of these just apply to VTOLs in general to be honest. It's just a matter of difference in thrust, weight and maybe other things.
  6. Because its natural partner is actually a hollow part of it of the same length in terms of general use. I usually like making more versatile parts. In which case, this very specific very small length hollow part could be done this way already, which regardless of it, if I add another part would be of limited use.
  7. Of course, I recall it's the Structural Fuselage Offset. It should be the smallest fuselage part I made which tilts the fuselage when you place it. I basically alternate with another one of it to tilt it back down so it's just adding a really small part on the fuselage and I repeat it until it's no longer obstructed. This'll make your craft extremely weak so I recommend having advanced settings on so you can turn on autostrutting from the game. As for the reason why I didn't just make the passenger door of this length when it wouldn't function alone... it's because of the set cuts the sto
  8. It's not just you, actually. I've always attributed to it that the minimum exit space should be a little more than half of the standard smallest Aircraft 1.25m Fuselage in KSP. I don't perfectly recall but the colliders don't really clip. There's no basis to it and I don't exactly know how it works but I think the Kerbals require a certain amount of space to exit, even if it's part the same craft. That's why my sample crafts actually never have the passenger door alone:
  9. The spacedock version is out of date now, github version is the latest but needs manual installation, especially FS Weight is most likely a problem. I made sure you can't pull much weight on early engines. A problem even for me on career, but it sets the pre-modern engines apart from early engines. Realistically you won't have much fuel and you won't be too fast, but at least it's early flight, right? You mean the way I did the 90 degree turn? It's quite simple, really. I took the airbreak modules (ModuleAeroSurface) which flips the flaps and basically put it on an engine, so n
  10. True enough, it should work theoretically so I changed the title. If anybody encounters a problem, tell me so I'll know
  11. Is this from the github version? - Also, open cockpit has its own plug-in back when I saw it. Otherwise, you can't view it in first person or use it as a primary cockpit back then. I think it's doable now but no "IVA" view
  12. That's a pretty long thing to quote, but I already told the same answer before. It's not often asked, but you pretty much got everything exactly as it is. The explanation is spot on, and the rest is just game mechanics. Some of the engines have superchargers so you also get a big boost on certain altitudes. I've looked around what's the best modules to use at the time I made most of the engines, and concluded that the ones I used were the best I could use. The performance are pretty much to my liking, and I reduced the likeliness of the engine flaming out when diving because of high speed (bec
  13. This is most likely a problem in installation, make sure you've installed the mod correctly.
  14. Damn, I didn't through each and everyone of them but that was a massive change, did you happen to look if other folders outside of structure and fuel also refered to it? Also help me out here, I dont actually know what to do with this because Im not that used to github
  15. O-oh I have no idea about CKAN And I assume you forking your own repo should be fine without any approval from me in github, right? So all is good?
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