blackheart612

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About blackheart612

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  1. @Murican_Jeb I've tested it now for some actual data (and I wasn't angry ) and with the same craft, at exactly same altitude of 320m, the Kraken is struggling to get to 170m/s. On the other hand, the Tornado easily surpasses almost easily surpasses 180m/s. Of course that might be different on different altitudes but I haven't tested those. You probably need to have a lighter aircraft or in an altitude where the engine setups best suits. @stuChris Sounds like a faulty firespitter install. Also, a page back and the page before that, it's discussed that herculesgear is not supposed to be on official release. Please check at least a page back, guys @royying The ramp being that high is just a bonus. In reality, the landing gears lower the front so that the ramp is level to the ground. If you want to make them fit, you can retract your landing gear (which I do) and set the door clamp to 50% deployment, it should be level to that thing and goes straight up from the ground. @MaverickSawyer Interesting but I have no idea about those ingame mechanics (yet). And since the idea already exists, I'd hate to make a copy. I still can, but it won't be a priority. @qromodynmc Is there such a thing in real life? Or is this just fantasy? Caught in a...
  2. @Shadowmage Yep, I'd have to make a new pack dedicated to it though. The gear is never going to be developed in stock only. Let's see what happens to that gear. @Murican_Jeb I thought we agreed that you can't replicate things in KSP? Look or performance is there for the choosing. Also, the Griffon Spitfire is much more powerful than the BF-109. @SaelbenNoa It was a request a while back, but it will break FSEngineblades. I reverted the Gemini from doing that. @Matenplays Well, if you could detail it more, it would be helpful. What are the missing parts? @Kerbal101 Checked and I indeed missed the 0 after the point. This is also the reason why I'm bad at percentages...
  3. @lttito As he said, I don't plan on doing anything with that gear. Just accidentally packed with the release, and I won't remove it just to make people redownload it so it's gonna stay there for now until I release again. The fin you're talking about is kinda confusing. I'm gonna have to take a look. The first time I tested it, it was reversed so I did something to reverse it. Then I tested it repeatedly, and it's fine. Now on release, it's reversed. Unity transforms are difficult sometimes...
  4. Thanks for patching it up for people who use it. Does it need to be packed or is it fine if I link it in the OP? I might pack up everything that people made in the future, but I'm not sure if they're hooked to only work with the mods on. So not yet right now.
  5. @Vladokapuh I can't do anything about it. It's tweakscale not recognizing FSEngineBladed. You should take it to Tweakscale and report the Firespitter module isn't recognized. @redmonddkgamer I've updated their descriptions, as well as expanded it because I just realized it is cut because the box was too small. Also, I separated the Size 2 Planes in the pictures with a horizontal rule because I still can't find my craft files.
  6. There are certain angles where you can't position the landing gear to mirror. The mirroring I use is based off the stock landing gear. So it functions the same.
  7. @zeineizoku I don't have a patch for Community Tech Tree. You might want to take it to them especially as I'm not familiar with it.
  8. @Wolf123 What are you trying to do? I just tried placing it with the wheels out right now, and I was able to mirror it. I can't replicate it so if you could kindly provide a picture.
  9. @StevieC Been developing it for a while, accidentally included it. It's not working and never gonna work, I stopped devving on animated deploying gears.
  10. Release 17 At last the update is out. Just like it says in the tin, sounds are at focus this time and lots of fixes as well thanks to people who reported them. I also added craft files on the OP, just click on the image and it will take you to the KerbalX page. I'll try updating for more when I have time. There's five for now. Here's the formal changelog, also available on the OP: Added Delta-Advanced Winglet based on MiG-29 Tailfin Added Basic Curve Winglet based on P-40 Warhawk Tailfin Added Structural Fuselage Offset for Mk1 Bulkhead, can be used to slant body in 5 degree increments. -- Adjusted all sounds from "defeaningly loud" to "just about stock volume" Improved engine sounds for all rotorwings Improved blade visuals of rotors to flare up when spinning with blur -- Fixed power loss during hover in rotors Fixed sound problem on the Gemini rotors Fixed reversed "open" and "close" labels on Size 2 cargo parts Fixed file not found exception due to bad error Fixed tail rotors not working as intended Video again because helicopters are fun: Edit: @TMasterson5
  11. You need to put it in the config before it gets the option to be displayed.
  12. @SaelbenNoa Yep, TCA doesn't work with FSengine and FSenginebladed but the mod I linked on the OP works with it. Though if you're using 1.3, the rotors can hover on their own unless tandem rotor. Tandem rotors work with the said linked mod in the OP as well. It seems to be one of those lightweight mods so I suspect it won't affect load time that much.
  13. @Murican_Jeb I'd like to but I was never successful with animated landing gears perhaps when I decide to use KSPWheels, I might release a separate mod for that one. -- Here's the "Advanced-Deluxe Winglet" as the tailfin.
  14. @Bit Fiddler Have you tested the craft aside from basing it from KE? Seems like nobody had an issue before that isn't encompassed by the low static thrust. @Murican_Jeb Why don't you use Fantom Works? I tend to not focus on parts that are made already. That doesn't mean I will never make them, but even though you say you have an issue, that's still an alternative for now. @SpaceBadger007 It's an idea that's been running on my mind for a while. I might implement it after the coming patch. @qromodynmc Reminded me of a suggestion of his which I probably didn't make as exact as he suggested it. Considering it's curved anyway, I was quite sure it won't ever be modular so I just made the whole curved tail fin. I also made a huge MiG type Delta Deluxe but I don't have a screenshot right now. These might be what's it for now, paired with the rotorwing fixes and I'll look for the Size 2 Cargo labels close and open as well as @v8Dave's report and a patch might be coming soonTM.
  15. @JadeOfMaar It's reverse psychology, they'll never see it coming. I'll take a look at it. @Bit Fiddler Seems like it's slower than it's tested to be doing, have you tried running with only Airplane Plus or perhaps just with KE just to see? Or maybe you could also find out the culprit if you try to check the mods, but it'll be a work. Regarding the fuel consumption of KT6C, people don't seem to use it that much, so I don't have feedback. I'm not great at testing how lengthy the engines function on practical use because of time constraints. If people here have complaints about it, I'll put the part on focus. @Vjrcr I've taken a look at it. I'm not sure what it does but it's from an FS module that's on the config. Which I forgot why I'm using it at this point, actually, but certainly not intended, just included by the module. Anyway, I really wanna add more parts but I'll be kept by the less than ideally functioning parts so I went on and fixed ALL the rotors. No more less than 1000RPM when at full angle, all rotors now have their designated weight capacity. Maverick @ <3.8t Twinblade @ <6.0t Hawk @ <8.4t Beluga @ <12.0t (Rotor is heavier than before) Hippo @ <16.0t Gemini @ <35.0t (x2 Engines) Was a lot of testing but worth it, a lot of works behind the scene so probably another update with lots of fixes instead of parts coming soonTM. Aside from that, of course some of the rotors have droops when they aren't spinning or not spinning fast enough. When blades start to blur, they flare upwards just like how it's supposed to now. Pics below --