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736

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Everything posted by 736

  1. Do you have any plans for a rotary launch assembly? For bombs and missiles? Like This:
  2. how do you use the catapult? I'm assuming you have to use the new unimplemented landing gear right? If not, I'm probably just behind on info. Nvm its in a different download. I thought you said you were releasing it with BoatParts in a video
  3. Are the Events testing for stuff like crash tolerance and off road performance? If so, can I remove my original craft from the competition and enter a whole new one in its place?
  4. Please read this: I have tried the 7.0 pre-release, and enjoyed the procedural engines. However I noticed a mistake, but most certainly not a bug. Radial engines do not have inline exhaust pipes in real life, and most do not have any visible exhaust pipes for example: Notice how on this F4U Corsair, despite the large, high-power engine, the exhaust is removed through openings covered by flaps. Another exhaust method for radial engines is common on Japanese late-war planes, like the ki-84 Frank and the improved zeroes (A6M5). A6M5 Zero: In the image, you can see that even though this plane has exhaust pipes, they are not running lengthwise along the plane, they are in a ring around the nose. However, inline exhaust pipes do exist, and are present in planes with inline or V configuration engines, like the P-40: I encourage you to use the inline exhaust pipes for a different engine, but adding them to the radial engine is inaccurate compared to real life.
  5. This Craft Is No Longer In The Competition some issues with performance led me to redesign my entry for better results in events This post will remain here anyways though Bugatti Veyron Super Sport Replica (High Part Count) Modeled after the world's fastest street car, the Bugatti Veyron Super Sport features a stunningly accurate, high detail, interior and exterior. A modified wheel configuration allows for moderate suspension and high acceleration for its weight. However, its high part count and complex structure means that it is not stable if you should be in a crash. To compensate for a low body, both bumpers have metal plates to shield the more fragile body from the ground when coming off a poor transition from a steep incline. The car handles wonderfully, and can handle even 90 degree turns at high speeds. Specifications: Top Speed: 21.2 m/s Brake Quality: 6 sec. from 17 m/s to a complete stop Acceleration: 10 sec. from complete stop to 17 m/s Part Count: 328 parts Cost: 231,238 Turn Rate: 13 sec. to complete a circle at 17 m/s
  6. Awesome. I'll get working right away! However, I do prefer prop planes if you don't mind.
  7. I would get this mod, but I have one criticism preventing me from downloading. Don't you think the turbojet engine should be a Turbojet? I dislike the thought that my high altitude planes have to be remade with another heavy engine. I think you should make the ramjet its own part instead of changing another (commonly used) engine's name and purpose.
  8. Boat parts are pretty heavy. Also 28.5 m/s is really fast for a boat
  9. BTW yak-3's have two small radiators; one at the base of each wing. However, they lacked a radiator on the nose
  10. It's not called Me-109; it's Bf-109. Sure, Willy Messerschmitt did design it, but for some reason the 109 and 110 have different names, Bf. Idk why.
  11. What about model 52: a6m5? It still retained better maneuverability. Zeroes were lighter, however. Look up your facts. Edit: engine strength doesn't necessarily mean maneuverability. Explain to me why lagg-3's can't turn or go fast, but a yak 3 can turn more than twice as fast.
  12. That's too heavy; in the war Japan didn't use self sealing fuel tanks And used minimal armor to save weight. They weigh about half the weight of your typical American propeller fighter, and therefore zeroes are much more maneuverable.
  13. I feel trolls with ICBM's and Newbies trying to dock to stations... and crashing... and complaining... and lots of blaming.
  14. Is there going to be a lighter, un armored metal like in Japanese zeroes?
  15. nvm, i only installed the KWzit and not the fairing-tex. I never read carefully
  16. The fairing bases appear, but i can't seem to find where the textures, configs, or models for the actual fairings are not there, so of course they don't appear in game. I downloaded the file again, and it still does not contain fairing part files
  17. The parts do not appear at all, I can't see a reason why this would happen. The part configs and textures are all there
  18. i have the latest version, and yes i did put the stuff in Gamedata
  19. I cant get the fairings to work; i am absolutely sure I installed it correctly though. Is there a mod you know of that conflicts with this? edit: besides active texture management, but i used the fix configs by Greenskull, so what am I doing wrong?
  20. I agree with this; radially attached and slightly clipped parts collide with each other, even on the same craft. This is a big problem for complicated crafts, as parts may clip with each other. It has also rendered the stock "radial attachment node" part useless: it is a bit inset in the part it is attached to.
  21. +modern torpedoes (with tubes to launch them from), rotary guns, and more naval gun sizes
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