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Everything posted by Galacticruler

  1. Oh...Well, I'll try some longer swept wings next, perhaps with less hungry engines, it enpties it's tanks in the time it takes to launch one rocket without breaking suborbital flight above 50km Sauron, if I'm not mistaken, coming in at an extremely low angle works better than plunging into the atmosphere like a capsule.
  2. I am infact new to FAR. I do have general concept of how planes work though, and more so how wings, lift, pressure, and speed play into each-other. As far as my dCoM Idk, how would I visualize that?
  3. So I'm trying to build a SSTD Cargo plane with this, but can't seem to make orbit around Kerbin, or even space most of the time. I'll post photos of the plane in a bit, but for now heres the info: OPT fuselages, K sized, J Drone Core large wings, flys moderately good. 6 engines, all of them SCIMITARS(I forgot the mod). On re-entry from high sub-orbital flight the wings begin to "flap" at insane speeds, the craft then violently explodes and the core moves 2km in 5 seconds before decelerating to 500m/s EIDT:
  4. Oh dear, I can only see the airships and heli-cariers people will build with this.
  5. Nah, just reduce the number of parts on nonspecific or routine lifters to as few as possible. For example, you might use this to launch that cluster of geo-sync box sats, but you'd probably want a massive custom lifter for that 400t Grand Tour craft.
  6. Just an idea I had, where you take a combo fue tank and engine and attach it to your payload, it then tries to adjust its size, fuel content, engine power/number/size to fit that payload and defined altitute requirements. Perhaps include extra texture sets and models to pick from? Would this be possible, as in easy for a modder to do in a non-insane amount of time?
  7. Could you post the output log file contents in a code tag? that'd speed along any help you'd be able to get.
  8. "Theres ore in them there hills Bill!" That screenshot is amazing, and those wheels look amazing too.
  9. without the crashing I have a similar issue to Horus, when I use the cameras, if I exit and return to the camera it shows the inside of the runway/launchpad, is rotated sideways(Always, despite camera rotation), and only lets me back into the standard camera if I spam the activate/deactivate keys. If I don't return to the camera after the glitch the craft camera is locked in that sideways position. Any Ideas?
  10. Guys, some of these are getting off track. Also, there is a new rule. Please review the first post.
  11. http://pcpartpicker.com/user/Galacticruler/saved/ I made the last list for the lolz.
  12. Good to see the thread up! Love the new descriptions. And I'd be happy to help advise you in making new parts...though all I have knowledge of is .CFGs...
  13. Well... is at the end of the first post. I figured that'd work. And there are no plugins so the closest to code is the .CFGs. If people want it bad enough, I'll do it though.
  14. My issue with that is that the model files are not mine. And I feel that someone who picks this up may do better without billions of dirivatives running about.
  15. At the moment? Tie between World in Conflict and Twisted Insurection(stand alone mod for C&C Tiberian Sun).
  16. Sorry to bump, but as of today I will be leaving the KSP modding community. All development, what little was happening, will cease as of this post. I am sorry to disapoint anyone, but I am feeling bored with KSP at the moment. If you're interested in taking over, PM me.
  17. Love the look, and I feel that a hex decoupler would fit perfectly.
  18. You might want to take a look at the Squad landing gear and lower the susspension's stiffness on yours to below the Squad ones. That way they will let the rear sit below the rest of the aircraft and help with take-off. or perhaps get a plugin coder and make a tweakable stiffness slider?
  19. The name is all yours. I was considering just letting mine die. It is too much work to maintain by myself with no modeling, unity or texturing experience.
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