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praise the suuun

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  1. new and improved download link is up and i found a tonne of bugs thanks to nathan )))) no bundle this time.
  2. i think all the download links got purged in that wipe ages ago. i need to know who to give credit to if i upload it again.
  3. i dont think itll be much trouble for me nathan. ill just remake the pack so they have to go down the list to complete the installation instead of all in one.
  4. hey DYJ i bundled this mod into my thunderbirds pack and your license says i have to ask for permission. it should be no trouble to direct them to this page for a download but just a little bit harder for me. http://forum.kerbalspaceprogram.com/threads/109533-fly-the-THUNDERBIRDS-%281965%29!-3500-parts-in-one-weld-0-90?p=1713578#post1713578
  5. 1:1 SCALE THUNDERBIRDS PACK v1 more images finally finished! you will need some state of the art hardware to fly TB2 even though its welded. i started this project way back in KSP 0.2 and originally planned to recreate an entire episode of the original thunderbirds in KSP. whether ill have the motivation to get that far is still questionable but it turns out that every mod i needed had already been created; even a thunderbird 3 three d model. does anyone know who made that? flight characteristics Thunderbird 1 infinite fuel is recommended. with the overpowered gimbals we have in ksp i got away with no control surfaces except for some emergency flaps. the ascent to cruising altitude is hindered by this design decision: as the speed increases the wind speed force on the craft overpowers the gimbal. the flaps can help more as the speed increases but also increases the chance of a stall if your not sensitive enough. due to lack of control surfaces, the craft has a serious problem with angle of attack at high speeds so once you hit mach 0.5 you dont want to be moving the nose whatsoever. sas permalocked. top speed is unknown and if you go past 50% throttle below 10km you will have a structural catastrophe. it flys a lot better with FAR and ive included it in the pack. its necessary to get at least a little comfort in the air. more control will probably be added in v2. speaking of subsonic, the reinforced folding wings can easily glide for a while but you dont want to fold them in until your settled in for the long haul at a cruising altitude of 20km and at mach 3.5. landing is a real pain in the ass due to the non-intuitive maneuvering while vertical. a trick youll need to survive is to predict when to gradually increase the throttle, when to punch it and when to cut off the airflow. i managed it once with a bang but im sure with practice it can be done. Thunderbird 2 infinite fuel is required. so big youll need at least 4ghz. building this, i had to restart KSP like 20 times a day due to the memory leak. some months from now if the mod tweakscale lets me have infinite magnet strength then ill add pod, door, landing gear functionality in v2. vtol is in place but needs some calibration; ill leave that up to you guys. you dont really need it since the structure is strong enough to scrape along the runway i tried the big stock wheels many times but its just too heavy. in v2 ill probably have a massive caterpillar platform for movement. in the end its actually stronger without wheels if a little thin on the ground. i really like the horizontal stabilizer in the original design but absolutely no jet engines up there for a number of reasons. needs a lot more control by gimbals but control surfaces are fine. be sue to fiddle with the tweakable options as there's a tonne of good stuff added to the TB2 control surfaces. that said, it has a huge amount of inertia. make your flight pattern as smooth as the sahara. landing? dont know, its an adventure. how to install: 1 if you have these mods but a different version, you must remove them then install the right versions by clicking these official links i've copied here. make sure you removed everything; it happens to the best of us. also remember the chances of a weird bug occurring increase the more mods you have installed. if you dont know how to install mods, just ask me for help. tweakable everything 1.7 tweakscale 1.5 b9 5.2.8 pwings 0.9.3 kerbpaint (old) magicsmokeindustries 0.19.3 FAR 0.14.6 glass panels cage system nazari 1.1(old) stretchy tanks v9(old) ion hybrid electric pack v2.2 2 you will see the folders ProceduralDynamics, KerbPaint, StretchyTanks, IonHybElec in the directory. move them into GameData. 3 go into the GameData folder and delete modulemanager 2.5.1. make sure you dont delete 2.5.6! 4 download the thunderbirds pack here and extract it into the KSP directory. https://mega.nz/#!TRl2XJqC!Y7BJdpqrzl1sU6_RMh4cwsicnnPofI18w6uq7tYJ_4U 5 when you run the game itll tell you stretchytanks is incompatible. just ignore that . Thunderbird's are go! DISCLAIMER the parts i made edit other people's textures to make this work. there's like 8 of them. i am also distributing welded parts which, in legal terms, is comparable to "remix culture" as its my own form of art that i've created by using other people's parts. what is provided to you has been bugtested to the best of my abilities to ensure you dont break your game.
  6. no no no im releasing a precariously balanced vessel with a few mods. it does work in 0.9 but easier for me to release it for 0.24.2. i think people will still want to download it because its thunderbird 2. - - - Updated - - - jman, thanks for that intel. i hope you are right!
  7. im trying to set up a release but i need a link that i can send people where they can download KSP 0.24.2. is there such a place where i can send people who have bought the game?
  8. how would i go about editing your mod so that i can have an insane amount of acquire torque in my doocking ports? can i just add a couple zeros somewhere in the dll?
  9. some of my mods stopped development yonks ago. the project is so big that i started when 0.2 was new. its just too much work for unforseeable bug fixes when i can just finish already.
  10. same here. start at 3.6GB, and over the course of an hour, max out my ram at 7.98GB
  11. KSP Version: v0.24.2.559 Windows 32-bit and windows 64-bit. What Happens: some of the parts in construction start to lose their functionality. Steps to Replicate: 1) build a craft in the SPH with 2000 + parts. from sources im told the likelyness of the bug increases exponentially after 2000. Result: sections of recently added parts will start to lose their function (highlighting, removing, putting parts on) and it seems, after that point, if you add more parts anywhere then the zone will increase slowly to all the recently added parts and more. Fixes/Workarounds: put the dead zone into subassemblies and it will fix but only until the craft is reloaded. Other Notes/Pictures/Log Files: image, mod list, log file and an extensive write up can all be found here: http://forum.kerbalspaceprogram.com/threads/109225-HELP!-massive-craft-suddenly-has-blocks-i-can-t-move-highlight?p=1707834#post1707834 findings, community speculation, results and a workaround can be found here: http://forum.kerbalspaceprogram.com/threads/109227-is-there-a-maximum-size-my-craft-file-can-have?p=1709270#post1709270
  12. for the record, i have some findings. once a dead zone appears, taking parts off immediately brings some parts back but not sure if this method brings them all back. when you add more parts, the zone increases a lot, after the craft has been reloaded. detaching the dead zone, putting it into a subassembly, reattaching it from subassembly removes the zone. this fix is short lived cause when you reload the craft or quit the game the problem will reappear. someone needs to test dead zones in launch.
  13. thing is jim, ubiozur part welding is gonna take a large percentage of those parts and make them one block for the physics. ive seen a test craft of mine go from slideshow back to a playable framerate in launch. thanks for the responses everyone unfortunately i have no choice but to continue building but i have some methods to get around the bug.
  14. i did some testing and i dont exactly have a scientific method but i tried deleting large amounts of parts without saving. i noticed some of the invincible blocks came back immediately! not all of the invincible blocks came back. im guessing this game has been written so that the more powerful the pc, the more parts that are loaded fully. (who bloody knows.) what im gonna try tomorrow is saving the dead zone to a subassembly, finishing it as a new craft then gluing it back. if that doesnt work ill need a better computer. anyone know what i need to edit in the game to take this limit off? - - - Updated - - - [another update] tried the craft, with the bare minimum mods needed for it to function, in a fresh copy of ksp 0.25 (stoneage pls): no change to phenomena.
  15. im having a serious issue over here: http://forum.kerbalspaceprogram.com/threads/109225-HELP!-massive-craft-suddenly-has-blocks-i-can-t-move-highlight?p=1707834#post1707834 and it has to do with my question. after seeing my ship of 4000 or so parts have frozen zones of parts that cant be touched, highlighted, clicked on, moved, i wondered the question if there is a limit to the size of a craft file. it sort of fits because only parts that i have placed very recently are being zoned out. the zone increases the more i add parts. its not outright deleting parts it seems to just be keeping the bare minimum of detail enough to stay under the limit. the obvious solution would be to make that parameter unlimited. what do the wizards of ksp think?
  16. im close to completing a replica Thunderbird 2 in KSP 0.24.2. just today i start up the game and some of the metal plates cant be moved. they're frozen in place and nothing can be placed on them. nothing changed obviously from 32 - 64 bit. i think it started to happen after i hit 2000 parts. (well its more like 4000 because half of it is welded into one part; the pod. this could jeopardize my work of one year. im confident none of my mods are causing this because i haven't changed my installation in months. it could always be the case though if there is no actual part limit for the SPH. the strange thing is only the parts that have been placed really recently, in the last few days, are immoveable. the previous parts are fine and dandy. im even running the hangar at 20 fps with all these parts! i think my saved craft file hit the limit of available size. how can i hack the game to allow an unlimited craft file size? please i need to know why this is happening in the hangar. i cant just bin this project i have too much at stake! log: https://mega.co.nz/#!XEZ1RAiR!siq6hAATCOTU98XDolN3jlm0SNxl3s1-KNXXUYAWBro mod list:
  17. you might find a clue of what to remove by knowing if that bug happened after some change in the installation. i find most of my problems happen immediately after its cause or it needs a certain 'threshhold' before the bug happens.
  18. try each command pod and see if the same thing happens. what custom part is that? download a separate copy of kerbal space program and just copy across that mod. is the problem still there? try remove rasta prop monitor then check again. any mod that has anything to do with internals 'remove and check' one by one. hopefully there aren't too many )
  19. hi toadicus i was wondering how hard would it be to make a mod that adds a disable option to docking ports in the action groups. this would toggle off auto connect on the ports. do you think it would be easy enough to make for me? tricky thing but i need it for ksp 0.24.2 maybe you could make it part of tweakable everything?
  20. a problem i've run into with my project is that i use senior ports to connect my vessel together but the ports have to slide past other senior ports after they've undocked; meaning i have to undock all more than once. can anyone make a mod for me that can add a disable option to all stock docking ports? it has to work with ksp 0.24.2 i hope it isn't too big of an ask.
  21. will it be possible to add center of lift in the future? what you have already is amazing!
  22. pingopete archived the release of RVE for ksp 0.24.2 on github: https://github.com/Pingopete/RVE-KSP-0.24.2 most likely ill just stick with EVE and drop RVE + RSS. no guarantee RVE will even work since its in a non releasable state of development.
  23. i dont know if i could update but dam im running out of time to finalize my save. when i saw the pictures of the latest RVE mod i knew i had to have it for my project. if you dont have those old textures anymore ill understand but it sure would be awesome.
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