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mike9606

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Posts posted by mike9606

  1. I also think that some parts may need some slight balancing (Although this was fun, so I'm not quite sure). With B9 Procedural wings and Kerbal Joint Reinforcement, I put wings on a small ship I built and replaced the 3 normal engines on it (2 for forwards and 1 reverse, all thrust limited) with a single center-mounted submarine water jet on the rear. I was able to get that ship to orbit and safely back down to Kerbin without any damage. 

  2. Some things to note: 1. The default sever info in the modpack is not correct. 2. It seems that several mods are missing from the modpack. I was able to get the correct info for the server from the facebook page (I would recommend putting that info here so people can find it easily), but It seems that Spanner's Broomsticks, Rovers and Roadsters (I think that was it) and some mod that adds a Halo Falcon (?) (really have no idea what mod that would be or why it is even on here).

  3. I created a clean new save for the mod, so that sub was the only active vessel there was, although the revert issue was when I had a kerbal EVA out of the Crew Cabin and fall into the water unable to get back on board, and tried to revert while focused on the kerbal. I also forgot to mention that the underwater camera, autokeel and autobuoy, and animations for the diesel generator do not work but the no thrust above water does. There is also no air intake in the conning tower, and in an earlier attempt while manually keeping the sub submerged it randomly disintegrated, the log saying it splashed down hard and was destroyed.

  4. I've noticed that this doesn't work properly for me. My list of mods is E.V.E. (With Avg's cloud pack), the Firespitter plugin included with this pack, KJR, KerbinSide, the Sub Pack itself, Ship Effects, and Stock Bugfix modules. When I Hyperedit the sub I built to the water, I get a message on the screen saying "Time Warp Claw Bug, Quicksave and Restart Now!" (presumably from stock bufix modules), despite not having any non-submarine pack mods on the craft and not using time warp. Next, the ingame log is spammed with a message saying the file MPlog.dat (or something like that) in the PluginData folder cannot be found, and if I try to revert the game the game locks up, the revert menu is broken, and when I opened my ingame log (that still worked, but I couldn't scroll through it) there were a bunch of Null Reference errors. I tried to put the log in a spoiler here, but due to the sheer amount of spam, it was 850k-900k+ characters, and my web browser freaked out and when it finally loaded I couldn't post because the character limit on the forums is 100k characters.

  5. I'd like to report a bug that I've been having issues with but have not seen reported here before. It seems that the clipper deck adapter likes to randomly overheat like I've heard cubic octagonal struts like to do in stock (I use stock bugfix modules). This issue only happened on my paddle-replica of the USS Langley, probably because it used a ton of them for the runway. This issue actually led to it's demise when I turned on physics warp while testing Lack's nuclear ramjet within physics range of the KSC. The crew survived, but the entire runway was separated from the ship.

  6. I think two of the big reasons are A. Kinda hard to do quality control to keep people from just upvoting random things B. Making sure that it's impossible for a mod to be exclusive to a community like steam and C. The fact that last I checked .dll files were not supported by workshop, and most plugin mods use them.

  7. I think that Pluto works relatively well. After doing testing, second flight of Mk1 design got up to 1,167 m/s (compared to 908 m/s on previous flight) and Mk2 (same as Mk1 but with some fixed wings so that it didn't need to go stupidly fast to hold altitude) got up to 1,090 m/s before heading back to KSC. I find that it tends to bleed a ton of speed in turns, but I think this is just due to the design having winglets on the rear and canards on the front, allowing it to turn ridiculously fast.

    EDIT1: AFter doing some conversions 1,167 m/s is around Mach 3.4, and 1,090 m/s is around Mach 3.2. These speeds were obtained at high altitudes (12-16 Km) though. The Mk2 got up to 800 m/s (Mach 2.3) at lower altitude (around 6 km) after losing speed during the turn to get back to KSC, though I believe I could have gotten it back up to those higher speed if I climbed again.

  8. I found that after I turned around to head back to KSC that it couldn't get up to speed again to keep itself from falling back into the thicker atmosphere, albeit very slowly. I think the speed at which it was flying most of the to the KSC was around 250-280 m/s. According to the F3 Mission Log the highest speed achieved over land was 908 m/s, and the generic highest speed achieved 1,500 m/s. My design doesn't land, so I just use the Vangaurd EVA parachutes (which somehow have yet to break despite not being updated for several major updates) to have the pilots jump out and have the aircraft crash into the ocean.

  9. I've noticed that attempting to use the CVE deck parts on top of the paddlewheeler quarters with adapters on top doesn't quite work. If you have it all the normal deck peice it fits together fine, but the stern ends up with a little gap between it and the deck section in front of it, and the bow clips into the deck section behind it a bit too.

  10. I wonder if the home planet for the old species mentioned here was the inspiration for Eeloo in some way? It depends on if Nova came up with the idea before Eeloo was created, but the two planets seem to be kinda-similar. Eeloo is in a orbit around the sun quite far out, is covered in ice, and has a very thin atmosphere.

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