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Beetlecat

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Everything posted by Beetlecat

  1. Nice -- Yeah -- I'm almost always "chock full o' mods", so there's likely no issue loading it for me except for maybe SMURFF.
  2. Would either of you be willing to share .craft files? I really like the looks of your craft, and love looking at other people's designs close-up. It makes for great inspiration (+ help with troubleshooting)!
  3. That's a nicely reasoned set of assumptions for "who gets what" -- nicely executed! Thanks for the expanded explanation. Good to know I'm not just crazy that the B9 switcher isn't showing up. Having the proper functionality in mind it *does* seem to be working properly in a test game. The intro set of guidance components have the minimal capacity kOS bits installed. I'll probably add a minimal kOS bit to the CNAR rocket so I can do some basic rocket training. I never seem to get very far in my careers before migrating away for one reason or another. I'll be following in that Redstone path soon enough. Are you using Skyhawk + Kerbalism as well? I'm trying to decide if it's going to be worth chasing down the potential config issues with such elaborately built systems.
  4. Sorry for the many-month necro, but I'm catching up on this thread as I build out a SSS-based career to spin around in for a bit. I believe I found your repo of this mod-let here (nah, it's a full-fledged mod!) but not sure if it's ready to drop in and try yet? It doesn't seem to be behaving as indicated/intended. I can add an issue request on github if that's ideal/you're still working on this?
  5. Good question -- I had to do similar digging back through the threads. They're not posted/published as formal mods on the forum (forum-al?), so not as intuitive to find. Here's what I came up with: KerbalismSystemHeat: https://github.com/judicator/KerbalismSystemHeat KerbalismFFT: https://github.com/judicator/KerbalismFFT The author of both, Judicator81 (I think?) has made fairly recent updates, so hopefully these are relatively current and effective.
  6. It's a new golden land of opportunity and adventure!
  7. Well, I wasn't fully complete with my statement-- SkyhawkKerbalism is a set of configs cloned from Kerbalism 3.14's. It just happens to have its own .version file that is now prompting an 'out of date' error now that Kerbalism itself is v3.15. It may or may not be *actually* out of date, but all you have to do is update or delete that file to make the message go away. That's the reason the error is appearing, though.
  8. It's the set of configs that Skyhawk is using to provide custom Kerbalism features. It's still based on the 3.14 ones -- if there weren't any changes to the configs, it's just a matter of updating the version file if you want the error to go away.
  9. oh, nice -- I 'm catching up on some old threads. I'll look that way!
  10. Fun! Did you post your name configs anywhere, by chance?
  11. I know this was asked weeks ago, but the question is still relevant. This was / is my learning curve with FAR as well. It's a great re-work of the KSP atmospheres, but still doesn't quite operate like "we think it should" probably due to the weird scale/mass of things in KSP. Aircraft tend to (once airborne) slip through the air quickly, but do not lose speed due to drag as readily as we expect from usual plane shapes. Obviously, just throwing on a bunch of flaps, spoilers, and brakes can be a solution -- but by also making sure aircraft are as light as possible; FAR provides a way of easily doing this with wings-- make sure you dial the strength/mass down as far as you can on every wing and control surface. Testing flights will reveal if you've gone too far. I've also had good results from making wings a *bit* bigger than expected. Your example of the biplane makes sense considering the plane's construction. If the wings and body are made of plywood, you're going to need a *lot* more thrust to get airborne vs canvas and frames. There's also lots of tweaking of wing shape and angle that can be done to achieve some dramatic improvements to control and performance--including being able to slow down! Changing position and attitude of landing gear can help with take-off & landing as well. The in-editor analysis panels are mostly above my ken, but just make sure everything is in the green at your desired airspeeds and you should be okay.
  12. *JUST* as I'm firing up a new game and looking for some new rockets to fly.
  13. It seems like you're partly describing the functionality of a mod like Kronal Vessel Viewer (which is used to generate tons of the aircraft images on KerbalX, for instance) which provides real-time in-game rendering options. Most famously for status wireframe renderings in flight, etc. Not sure if this is the latest version:
  14. It's probably just that they're stylized drawings/paintings.
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