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About Mekan1k

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  1. YES! I have ALWAYS wanted turbines, because, well, why wouldn't my planes have turbines? I always needed an RTG or something... But now we don't need to carry nuclear material on every single vessel! AHAHAHAHA!
  2. Thanks! Now all I want to know is WHY does the WBI refinery empty my tanks of graviolium? Since these are included in the SPH or VAB, shouldn't the tank filling be done inside the buildings before taxiing out to the runway?
  3. *horrifyingly dangerous and pants-browingly terrifying. Fixed it for you. But I too would love to see more nuclear-powered aircraft engines in KSP. Best fuel tankers or rescue vessels are ones that NEVER NEED TO LAND.
  4. I loved this in 1.3, has the servo-controller bit managed to work in 1.4.3? I am concerned, in case I ruin my save via planet-explosions.
  5. Okay, so, I hate to be the one to ask this, but can someone post a working version of the saucer using the magical componets? Not the lift fan or aerospike engine, but the other parts. I have been trying, and have been unable to get it off the ground because I have no idea how to get the Gravitic Engine or Gravitic Generator to work. It *could* be a mod conflict I have discovered, but I think it's more likely that I have just not been able to get the thing to fly.
  6. So, does that mean that the RCS modules now can run off of standard intakes?
  7. That should work, just as long as the atmosRCS can run on normal air from stock intakes.
  8. Mekan1k

    [1.4.X] Mk2 Expansion v1.8.2 [update 7/11/2018]

    The Mallet and Boost-O-Tron both run their thrust particle effects all the time. Is this a known bug?
  9. I hate to ask this, but could you include a version of the atmosphere verniers that would be usable with stock intakes? I want to use them with more aircraft, but right now I can't simply because the aiRCS only works with intakes that use a strange element.
  10. Mekan1k

    [WIP] Infernal Robotics - Next

    So... I made a pivot-wing test plane, and it works great (somewhat) if I don't have KJR, but with it, the plane WILL explode and get snagged by the kraken if I try to activate the joints. Pictures Here: Any solutions, suggestions, or is this a known problem that I, as a scrub, have not noticed being a problem yet.
  11. Neat! I actually get to see the lines. I have a question though, and it comes with how this mod plays with Infernal Robotics in 1.4.3, and I have included a screenshot here: Now, in that image, the top wing is connected by a rotary bearing, and the side tail parts are connected by hinges. Is there any way for KJR to take into account the rotation and translation provided by the joints/bearings, or is this the sort of impossible thing that just cannot be done? Because to me it looks like any part that had a green line through it (top wing and rear tail joints) should be able to check whether or not there is some form of rotation or translation that is applied to connected parts... Or I could have no idea what I am on about. I'll have to ask the maintainer of infernal robotics... In Fact... Cross-posted.
  12. The AAMS, CFA44A, CVN003, CVN004, CVN21, FRADAR, H20A, NH80, RGBB, SAAM, and the UCAVs. I love the drone designs, but the lack of cockpit internals means that I modified the remaining vessels to act like drones. It makes the one-piece ships easier to utilize.
  13. Mekan1k

    [1.4.x] Nice MKseries Body [NMB] [V2.2] [2018.5.19]

    The Type 22's bomb bay had a little offser issue with it's rear connection node. It's maybe 1/5th too low.
  14. Since I love this mod, and I play with a LOT of mods, I recommend two things: - Set up more folders, especially in the Parts folder. If you have multiple types of single-piece vessels, you might want to group them by type in folders. So, in the Parts folder, you would have 'Ships', with a subfolder 'Carriers', or in 'Planes', you could have a sub-folder 'Drones'. That way, people who want to use only specific parts of the pack can pick-and-choose exactly what they need. - Second, contact other modders for help with doing things like running multiple animations, or having control surfaces that actually do something. @TheKurgan is really good at adapting various types of parts and components for other animations.
  15. Your Mod looks amazing! 2 little things though- First, the aircraft have amazingly efficient and powerful engines. The UCAV's can go into solar obit from the runway in two passes holding a heading of 90 degrees and 5 degrees inclination, and a few of the aircraft seem to think they need to use LH2 in their engines. It's a little strange, and I checked- the CFA44A, the H20A and H20B all have this issue. The UCAV's don't have a problem (other than the fact that they don't run out of electricity, can operate with 100% efficiency until 36km, and won't explode when engulfed in plasma). and neither does the NH80 (although I would make it just a little less indestructible). TBH, I stripped out most of the ships (and parts) other than the carriers, a few select guns that I thought were neat, and the planes. I'm going to try and see if I can fix the fuel issue for my configs, but for the invulnerability and impossible ISP curves, I would contact blackheart612. For the folding wings I would contact linuxgurugamer for assistance in using his mod to effect wing surfaces, as being able to fly like a plane (somewhat) with folded wings, while cool, is just a TAD weird.