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Everything posted by AdmiralTigerclaw

  1. Version numbers. Use the highest numbered file. Never really got how to use Github properly.
  2. Yeah, I know it's not a perfect 'just download and drop' that you can do with some games, but it should be no more than an 'unpack into the right place' as per instructions.
  3. The rar file is a compression file like zip files. You need a universal unpacker like winrar or winzip.
  4. As in, the whole rar file? You didn't extract it? You didn't open it up to look in it? You didn't read the file labeled so conveniently "ReadMeRightTheHeckNow" ? I want you to read that file. I want you to find, and read, that file - as it says - Right the Heck Now.
  5. I still need to know what your installation looks like. Where did you extract KSR Airports to?
  6. Because saying that an air plane sits on an inclined plane is just plain silly. Also, it's called a TARMAC because old airports were made with what is known as TARMAC, or Tar-Macadams mix/process. While technically erroneous since most places where you have heavy aircraft are going to be utilizing heavy steel-reinforced concrete, it is an acceptable term due to momentum in language. https://en.wikipedia.org/wiki/Tarmacadam We can also call the TARMAC/Ramp an Apron or Flight Line. I really hope you didn't register JUST to try and play term-pedant here. Shorte
  7. You're going to have to give us a few more details than 'it doesn't work'. 1: In what way does it refuse to work? Like, nothing there at all? Or is it no airports? Do you have extra taxiways at KSC but no KSR Airports? Details are critical. 2: I want you to double check that you are using 'Kerbinside REMASTERED', not 'Kerbinside'. This is relevant. 3: Check version numbers of the relevant mods against KSP. There have been some updates to Kerbal Konstructs that I haven't fully checked against. I need to know the version number of KSP. I need to know the version num
  8. Follow the github link on the first page of this thread and you should get a page like this:
  9. If it's a navigation issue, I apologize because I cannot into GitHub correctly. If you look at the mod 'content list', you may see three version-numbered files sitting in place. Click on the highest numbered file, and it'll take you to a screen where the option to download that individual file is hiding in place. Download from that. If the problem is github not liking you... I don't know what to say. Try a different browser? I noticed IE is dying more and more on websites as it becomes more and more obsolete.
  10. This thread is ancient, but I was searching through for information on angles for gravity turns, and a thought occurs that nobody here ever considered, being focused on efficiencies. Look at the space shuttle again. It's a rocket stack, but what is hanging off the side of that rocket stack? A GLIDER. Not a pod with an L.E.T. A giant, GLIDER. Consider from a crew safety perspective, if you have to abort early in boost phase, you want to be able to separate that glider from the stack without suffering collisions. Tests of the SR-71 blackbird launching the D-21 drone in the si
  11. There's a reason the Bird needs a drag chute on touchdown. It does NOT like being slow.
  12. @Eskandare I've put my work on KSR airports on hold until your next version release with the tower and hangars. I really want to apply those to airports when I can. Also, any word on helipad structures?
  13. Have you tested it along side running FAR? I don't think that was ever clarified. I run 1.2.2, so I can't help you run that test if it's not at least backwards compatible.
  14. That's Kerbal Konstructs working as it should. Keep in mind when you click the button in the SPH called 'Make Selected Runway DEFAULT', That's what Default means. To get KSC back as your default, go into the SPH and bring up the runway selection, find KSC, and select that. Then hit the 'make selection the default' once more. Also: Check over with Kerbal Konstructs, I don't recall the 1.4.X versions of kerbal being very happy with KK.
  15. It's a placeholder for those using Kerbin City. The approach lights are where the KC airport runways sit. I asked about that myself. That's why Cape Hook Global is off to the south. So it doesn't sit on the Kerbin City site. EDIT: It would be responsible of me to mention that I'm sitting on hold here and not doing any more airports for the moment. Eskandare's latest show-offs of tower and hangar models has me wanting to add and modify to existing airports. That means, the more I do now, the more I have to redo later. Those playing the test versions, how are they
  16. Yes and No. The issue with the U-2 is that it's a gigantic glider with a jet engine hiding in it. It's designed so that it has a LOT of lift at a low indicated airspeed, so that it can soar really, really high up in thin air. When the Dragon Lady is trending towards an empty tank, and really light, it will descend very slowly unless you want to figure out how to get rid of excess speed. So it just takes a LONG time to come down, and likes to stay flying at really low speeds. Ground Effects on such a design make it REALLY hard to settle. It can fly at speeds as low as 70 knots. For comp
  17. Not sure why you didn't PM it to my like you normally do. Anyway, a thought occurs. Are the new tower and hangar assets already in KSR? Or was the last update just the 4km + runway? I've been procrastinating badly.
  18. Nifty. I might have to go back in to existing airports and do overhauls. Hangars with open space, and Towers that aren't bolted onto the side of them will be wonderful.
  19. Hey, a good measure for the effect of this mod would be with an SR-71 Blackbird. The Bird has a behavioral quirk in ground effect on landing. It likes to 'float' so much in ground effect that pilots have reported that you have to force the stick forward and push the nose to get it to finally touch down. When you can get that kind of performance, the ground effect is working very much correctly. Also, a suggestion for your code, use the radar altitude as a processing gate. IF RAD-ALT < 50 meters, THEN execute code. Saves on raycast passes.
  20. Watching and lurking. Ground effect is very important for aircraft behavior, especially helicopters.
  21. @Ger_space Manually created a NewInstances folder and it looks like it created the decal file for it. I'm kind of glad I was feeling lazy and only did the map decal and not the whole airport before I ran into this. That would have left me Enraged.
  22. @Ger_space Question: When you fixed the Map Decal glitch, did you change how new Map Decals got stored? I planted one yesterday to make the next airport, and I discovered today that it didn't stick. And when I went and checked the KK folder, the NewInstances folder isn't there. Any new procedures I should know about?
  23. Wut? *Blink* GUYS! Come on! @Ger_space , @Eskandare Are you two not in constant communication with each other about how this stuff works? Because NOW Ger_Space is making a post like you've never even exchanged posts before.
  24. The mesh drift problem is less about the model being large, and more about the model being scaled up using the KK scaling option. The gaps tend to still be there, it's just that when the model is scaled to normal size or smaller, the gab isn't pronounced or dangerous. When you scale the model up, the gap becomes wider in direct proportion to the upscale. Get big enough, and landing gear slip into the hole.
  25. 9-ish paragraphs, 20 minutes. (Some of those lines I don't call a 'paragraph' because they're one-sentence points.) I'm a writer. I can put out a LOT of information in a very short amount of time. If I know what I'm talking about, I can put out up to 4,200 words an hour. Or around 8 to 9 pages. I don't normally go that high because I need to think about what I'm saying and/or give my eyes a break. But I've spent entire days just typing. The Delta-V explanation can be simple, but I want you to understand what it's doing under the hood. You don't need to know all the math, but a
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