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Hyratel

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Everything posted by Hyratel

  1. I really dig the 'caging" design! perhaps it'll be compatible with other parts, to ruggedise a build...
  2. any chance just the Slug Parts could be re-released in a separate pack? I use those more than any of the others and didn't you have perms from him?
  3. Has a low and highres texture in the texture folder, lowres is standard. All this needs is the plugin from the official download. I also sent this to cybutek. I dig this. very nice
  4. I hope you also plan to address the Advanced Brakes function - I found that as useful as the engineering computer!
  5. I call hogfeathers on that claim [ spoiler=name]
  6. no kidding! I nominate this for "Best Aesthetic Stock STS Orbiter"
  7. maybe a "softbutton" system like modern glass cockpit and nav systems use, with 8 buttons that do 'tree' based tasks
  8. will this be eventually extended to control which inputs a surface responds to?
  9. wicked cool parts, dishy! Perhaps as an addendum, a more slipstreamed non-flushmount camera nacelle design, kinda like |_\ so it can be pointed in any direction and still look nice. because yes, the pentax is cute and funny and so very kerbal to slap on a rocket but... when you're taking the game more serious, you do want serious parts.
  10. my concern is for ex, spaceplanes, where you need control inputs At All Times, you'd need to be able to maintain control while giving computer inputs.
  11. you'll want to wait for proper docking systems to do that safely
  12. I already did my cfg edits - it just looks like a propane bottle, and it's compact and *not ugly as sin* when stuck onto a reasonable airplane
  13. if it's not too much trouble, i had an idea that might be nice to include - there's a little SRB in the NP pack that looks like a 20lb propane tank, and as such, lent itself perfectly to being a RATO tank for larger aircraft at 40T*10s burn
  14. I'm getting loading stall on the rotary engine, MuMech 1.9.1 edit: it choked on building the meshes, worked second time
  15. I would do the place and then adjust - but that messes up at symmetry!
  16. they're not actually forgetting their position - it actually skews the "trim" if you will. a powered hinge , if left at one end of throw will get reset to neutral, but it is still at the end of throw - and will clip-twist through itself to get its entire range. that is to say, if upper limit = 256, lower limit =0 and neutral is at 128, if you move it from 128 to 0, and switch back to it from another vehicle, the hinge resets to 180* but it's still at 0 and 256 is offset/skewed out of place by the amount it was rotated to begin with. it's not a matter of forgetting, it's a matter of not being put back on redraw
  17. not sure if it's just me or what, but when I was trying to fit the navs onto wingtips, I could not attach them to the end of a precise-rotated delta wing panel - it attached where the end of the wing ought to have been, if it were rotated on 90* increment and the wing was tilted upwards one tick for an idea: auto-coloring red and green lights, if the game will let you query the symmetry side, because getting them lined up can be tricky. also, you might want to reduce the weight and drag values - 0.1 drag is HUGE on a small aircraft.
  18. mediafire is a poor solution for image hosting, esp for the preview pics. try something like imgur, or one that lets you embed the pics. unfortunately, this forum doesn't have an easy button/list to show the available BBcode tags, but it's [ img ] pictureURL [ /img ]
  19. Is this still under development? if it's not, could you maybe release the source for someone else to take up the job?
  20. 1.6 XRL to 1.9 Delta sounds about right to me, given that the XR wings seem to be meant for high speed. Edit: derp. I should not post on heavy-thinking when I'm still half-asleep. you're right, and I derped
  21. are they? I pulled open the cfgs and they were pretty closely in-line with the surface area compared to the 0.16Vanilla delta wings // --- general parameters --- name = C7xrwing module = Winglet author = C7Aerospace // --- asset parameters --- mesh = xrwing.DAE scale = 0.1 texture = xrwing.png specPower = 0.2 rimFalloff = 3 alphaCutoff = 0.0 // --- editor parameters --- cost = 500 category = 2 subcategory = 0 title = c7-XRW manufacturer = C7 Aerospace division description = Our engineers thought these wings looked "cool". We fired those engineers, but the wings are still a popular seller. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 0,1,0,1,1 // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0 // --- standard part parameters --- mass = 0.05 dragModelType = override maximum_drag = 0.02 minimum_drag = 0.02 angularDrag = 2 crashTolerance = 15 maxTemp = 3400 explosionPotential = 0.1 fuelCrossFeed = True // --- winglet parameters --- // dragCoeff will override the maximum_drag value dragCoeff = 0.6 deflectionLiftCoeff = 1.6 // --- general parameters --- name = deltaWing module = Winglet author = C. Jenkins // --- asset parameters --- mesh = c7deltawing.DAE scale = 0.1 // --- editor parameters --- cost = 500 category = 2 subcategory = 0 title = Delta Wing manufacturer = C7 Aerospace division description = Standard Delta configuration wings. These wings provide high lift and a stable center of gravity for your everyday lifting needs. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 0,1,0,1,1 // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0 // --- standard part parameters --- mass = 0.07 dragModelType = override maximum_drag = 0.02 minimum_drag = 0.02 angularDrag = 2 crashTolerance = 15 maxTemp = 3400 explosionPotential = 0.1 fuelCrossFeed = True // --- winglet parameters --- // dragCoeff will override the maximum_drag value dragCoeff = 0.6 deflectionLiftCoeff = 1.9
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