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Hyratel

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Everything posted by Hyratel

  1. it's based in the .dae file, you'd have to change some things in there
  2. for the N-ship/N-symmetry problem, talk to CYBUTEK, he managed to hammer it out on ENgineer
  3. it seems kinda like an oversight to not allow radial mounting on the struts. also, the hub REALLY needs symmetry option D:
  4. rocker-bogie might be beyond the ability of the carts mod. it can have active suspension on each wheel though
  5. it would also be nice if the GUI saved its placement between sessions, on both in-flight and in build screen. also, an option to windowshade it like Flight Engineer would be appreciated
  6. I know it'd probably be duplicating functionality to have it in both but does this play nice with PowerTech? as it seems that Powertech can set a variable drag factor for folded/deployed
  7. well that also depends on the internal structural needs of a part. larger parts (say, adapters) would need larger fuel lines, more internal bracing. crew modules would have different internal needs
  8. hmm, perhaps scan the staging tree and see which engines are live at what point, and also take the burn time of SRBs into account
  9. updated testing - breaks OAPC cargo functionality when an engineer is present on either ship in a rendezvous
  10. it's better if you use your own decouplers - that way, you don't accidentally your whole vehicle
  11. BIG PROBLEM - when two ships carrying Engineer modules get within 2.2km of each other, it 'breaks' the same way as if you try to put two on one vessel
  12. you need to change your image url targets to direct link to the fullsize images, they're pointing to the Mobile THumbnail versions
  13. I make a 21 pad ton rocket with KW parts, and I can do a tall enough Gturn to Circ up before going out of sight at 100 km obt
  14. Dishy's made some cfg edits, I think the downloads are found in the CFGs And Other Little Stuff Thread
  15. I prefer using Crew0 pods for sending up Cargo deeliveries because I don't have to worry about MJ fighting with Remote Tech that way
  16. IF you can deorbit any part that uses mechjeb before saving, you should be ok. what causes the most problems is having MJ and RT in the same persistence file as they tend to clash as an alternative to MJ, you could look into Engineer, which gives you orbital information without having any command modes
  17. before this can really take off, the shadows/occlusion question needs to be addressed. :\ it's rather weird to have a plane flying at night and lit brightly from below.
  18. hey Nova - how about adding Licenses to all this and tossing out the BACE source files for some tinkering?
  19. oh man that's right slick. you really are going whole hog on this, FOR GREAT JUSTICE
  20. how did I miss this! this needs more love, and those are some GORGEOUS models and textures. I'm guessing you'll be making "kit" SAS/ZO2 parts to fit into the nose area, to avoid weirdness?
  21. Tirak, got a link to the thread? I'd like to have a looksee
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