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shepard1701

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Everything posted by shepard1701

  1. Not to mention the fact that it really starts to up the part count a lot.
  2. Can anyone make a variety of folding wing parts? Similar to those on carrier aircraft? I've been trying to get something like that to work using Infernal robotics, but I have so far found it clumsy and flimsy. I'm actually surprised nothing like it has actually come before
  3. Throttle control and keybinding does not seem to recognize my joystick and throttle.
  4. This is . . . Simply wow. Just blows my mind. Personally, I have a strong preference for MFDs, but all of those bells and whistles still look fantastic. Might you actually integrate props for BD Armory systems? There's a number of things that are supposedly in the pipeline for the next patch of that mod, namely involved in detection and counter-detection. Having MFDs that work with them, or not so mf displays, would be really cool.
  5. I have a question. The Thunderbolt cockpit is giving me a great deal of trouble with several of it's buttons and features. For example, I can't get the back button to work correctly with VesselViewer, nor with the Mechjeb. Everytime I try to hit 'back', it just takes me to the core menu for those things, and reentering the tool brings me back to the screen I was at.
  6. Oh man these engines are glorioius. I had downloaded the hangars mod and threw a bunch of the really high end, heavy duty hangars on a rocket with 4 lightbulb engines to push it around. At first, I was worried they might not be enough to handle the weight, given this thing had a capacity like a fullblown super-carrier. And then it just carried them right off, up up and away into deep space with nary a problem. I am having some minor trouble. I'm using a tech tree mod and I'm not sure weather it's a problem with the techtree mod, or the atomic engines mod that's preventing me from getting them to appear in the techtree (probably both, I realize). Otherwise, very fun and cool mod.
  7. Question. Is it possible to make Pilots more resistant to G-forces as they gain skill? Is this something that the mod already does? I ask because I didn't see it anywhere on the mod page.
  8. I'm trying to change the keymapping in the config file, but it's not having any effect. I haven't even been able to change it from Tab. Can anyone run me through a tutorial on this?
  9. I'm getting a major bug. Every single craft that spawns in does so upside down. :/ They all explode the moment they're done loading in.
  10. Apologies if already asked, since 441 pages are an aweful lot to go through: but would a crew only variant of this shuttle be in the cards?
  11. I'm having trouble. when I try to activate the attatchment interface, it doesn't give me anything.
  12. In my experience, the best method is to include a Seperatron and Sepperator powered rocket system, ignoring action groups entirely in favor of Staging.
  13. That Hermes is GORGEOUS. Your Space Station is also Gorgeous. Far more asthetic than Kerbylon...
  14. I present to you... A probably very familiar scene to us all, with a slightly different take. The Wreck of the Laythe Venture I was TRYING to get my SSTO to land on Laythe. But the damned thing tipped over and... well... here you go. I need a better way of testing this thing.
  15. Is it capable of taking off on it's own? Or does it need a boost?
  16. Huh. The Errand still has an SSTO variant that I need to develop, but the damned thing is... tricky. I have two tries at it. The first is one that uses an array of Jets to help the rocket get started, and the other just uses radial engines to boost it. Not sure which one I'll try to send out. Probably the one with the radials. That one seems to have the most chance of succeeding... Anyway, that craft seems to be like a military version of what the Errand is trying to do. Did you develop that before or after I did the Errand?
  17. Right now I have such a redesign in process. Primairily, I've reduced the crew section down to a mere 35 kerbals from it's 53 before. Additionally, it's been made a LOT more compact, with superfluous struts removed from it's structure, making it a lot more 'stout' looking. Finally, the Fuel section has been given Mainsail engines. Because screw half an hour long burn times. Both pieces are intended to go out seperately. Is 4800 delta-v enough? The crew section will need a fuel car. naturally, this is Kerbylon 2. Heh, what's that other craft?
  18. In all honesty, I'm probably going to submit my stuff to Macey via Email anyway... I'm just here because I like talking to you guys!
  19. This should be the persistance file. https://docs.google.com/file/d/0ByXtnKtPKlaQRnVhRDNYaEl3NlE/edit?usp=sharing Only one ship has extensive action grouping, and that's the Errant Venture, which is on here somewhere.
  20. Oh, I'm quite certain it can at least get out to there... The issue is the time it takes to do the burn, and the fact that the part count quadruples or more that amount of time due to the game slowing down to a glacial rate... And that performing such a manuever is hit or miss for me as it is...
  21. Okay... I can't do it myself. I simply can't. Not on my machine, not with my framerate. I cannot get Kerbylon 1 out to Jool and Vall... Is anyone willing to help me with this? Please? And by help I mean fly this Hotel/Gas station to Jool?
  22. I totally don't know how to line up an intercept with Laythe from Kerbin orbit...
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