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Van Disaster

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Everything posted by Van Disaster

  1. Great! I built a lot of light aircraft recently ( er, more accurately I built one aircraft & then made a considerable number of versions of it ) & the easiest to handle on rough ground were all tail-draggers. After tail-draggers, the other best chance of success is simple inertia, but making a plane heavy to deal with bad landing gear seems a *really* strange thing to have to do.
  2. Yeah, I always forget that thing is there ( you can tell how much career mode I do ), so that's 132m long, and every extra 16m would be 8 parts + whatever lighting I want to bother with ( call it 12, plus maybe 2 struts ). Way more than you need to land, however I wanted something I could take off from - and it's still not really long enough for that without having really modern TWR levels. One thing that's always shown up in FAR & will probably show in stock with the tweaked aero is you really don't need as much TWR as you think most of the time; you end up with lighter more economical aircraft, but you also end up with terrible acceleration & a really long takeoff run.
  3. And now I'm less confident :S I've been working on shader replacement for a while but that's not an out of the box solution, and it doesn't make using 3rd party shaders in models much simpler.
  4. Dunno how big this one is, but it's out the doors... Sadly the unload distance for splashed-down craft seems to be 2.2km just like the loading distance. I can smell a little mod...
  5. Hey now, I've experienced attempted hearing loss by Vulcan several times! those things were amazing and very alien to see. Yes - most of your derivative panels show the wing stalled, the one which isn't stalled shows some possible lateral stability issues but I'm not sure you're even getting up to that speed.
  6. I'm 95% sure it's because your wheels are angled - just fix them upright & you'll probably find some other issue. The fixed gear is just terrible regardless. I had some issues with light aircraft & the small gear used as nosegear - it'd usually bounce hard & whack the tail into the ground, so I ended up installing tweakscale & using a scaled-down medium gear. TBH I'd have thought that would have been just as bad but it does seem to work better.
  7. I've already asked one of them who's quite happy to have the extra time back to work on his mod. That particular sky is not falling.
  8. Some of these challenges have been running for *years*. Patience... I think I may have run out of runs to do though - I tried an electric plane & wasn't terribly attracted to it :S
  9. Hm, might be a few partcount issues making the entire deck out of Mk3 parts - my carrier was hollow underneath, didn't need a complete hull to float. It's a pity it's invisible before physics load; I didn't try overflying though, the unload distance is 22km now so maybe doing a circuit is the thing to do. 65pts + whatever replica bonus you end up with, I'm gonna stay with my vampire rather than use the biplane
  10. I asked about exporting prefabs from blender & got a "maybe sometime", but afaik there's no current way to regain the contents of a unity scene. There seems to be quite a lot of info in the blender import it has to be said, but I am not a natural blender user so I don't know how much. I'm fairly sure you can skip unity completely & export straight from blender though so it has to be quite comprehensive.
  11. Mk3 *is* 3.5, with a couple of slices. Perhaps use one of the aircraft mods with 2.5m parts ( like SXT, I think ) and see how much you use them?
  12. Prettier, presumably. Perhaps less floating point issues also someone's autopilot mod will have obtained sentience & be trolling people.
  13. Would need a completely new planet system ( ie, half the game ). Don't look for caves anytime soon... You could do silos by making a big pit & filling it with a static silo model, but getting to actually match the terrain is not easy given how low res the terrain is.
  14. There's now a KSP/Standard_Bumped shader, so it looks promising.
  15. clientRenewProhibited, ew, that isn't a good sign.
  16. Yes it's possible, if you don't mind writing a completely new planet rendering/interaction system. It's rather hard to do caves when the planet is defined by a heightmap... On topic, not unless everything was made by the same group, or there are rigorous style reviews.
  17. I went & checked - welding in space, ie actually outside the pressure vessel, has been a thing ( if not a very popular thing ) for about 30 years. Most types of earth welding should work in space, there's just not really been any need so far. I haven't investigated gluing things yet, glues can be quite surprising... SABREs on the other hand are in proof-of-concept phase, same as every other LACE over the years.
  18. This is what's put me off implementing proper jet engine startups - even military engines start slowly enough that it'd be an appreciable wait. Nertea's nuclear reactors do have a startup/shutdown time though.
  19. You're thinking in terms of existing ports - you only want them as a guide so they can be as thick as paint, nothing moves whrn they disappear then. Scifi? what are Rapiers? there's nothing high tech about welding ( even welding with glue ). Would be interested to know if anything *has* been welded, doesn't sound much fun in a spacesuit.
  20. You just described the Extraplanetary Launchpads mod. There's been a lot of discussion of orbital construction recently in this subforum, may want to go and review.
  21. No. Didn't need one for previous versions with way more changes, and we'd have to search two threads for info for problems. Mods have their target core game version in the thread title, what more are you after?
  22. They only attach if they're correctly aligned. I think they only attach at one angle, but I can't rememeber for sure right now.
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