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Bloody_looser

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Everything posted by Bloody_looser

  1. Full redownload is the only way then.
  2. Looks like screwed-up Physics.cfg. Try redownloading it.
  3. Should it be sparkling white? It's not a bidet or something. P.S. Awesome heatshield, @RoverDude!
  4. I guess they were cut out at the very last moment.
  5. Well, in my install these display thingies do not work on all the engines (both jets and chemicals), though electricity flows. From .craft files it looks like it has something to do with the new enable/disable staging feature. Tried to do that via stock ModuleJettison and failed miserably, since for some reasons I could not unpack the turbine model. Firespitter is an option indeed, though I'd like not to grow mod dependencies.
  6. Will you post .craft files for both affected and not-affected planes?
  7. Would you be so kind not to start that bs ITT? Please. Turbine discussion is there http://forum.kerbalspaceprogram.com/threads/138338-The-new-longer-jet-engine-models And it's pretty much discussed all over.
  8. Drill looks cool. I like, that it's not in a form of K&K package and is an end piece. Regarding staging - ModuleDecouple seems to have this by default. Docking ports configs have stagingEnabled = False. Not quite sure if it can be applied to engines tho. Also, due to changes in ModuleJettison crossection top thingie can be now actually jettisoned and slides away.
  9. Well, that can be kinda hard to do. I'll look into it anyway.
  10. Officially - this. http://forum.kerbalspaceprogram.com/threads/138338?p=2281298&viewfull=1#post2281298 Unofficially - pretty much that:
  11. Looks like water and other liquids (and atmospheres as well) are reserved for mod resources. Maybe it'll change, but I won't count on that. Also, intakes and jets really should not work underwater.
  12. You can add a structural fuselage at the end of a train, they are hollow now and crew cabin has actually hatches at the ends. Thus passengers will have at least their own way to enter.
  13. Ease up, KER, KAS, KIS are definitely working.
  14. Ooops, overlooked the RAPIER, it was supposed to get a turbine too. Fix incoming. Well, that's the first thing I looked into, since I really like the turbine idea. Enjoy It's all about timezone. Ah, who am I kidding, haven't slept anyway.
  15. Stock jet Turbines resurrected Basically, MM config to bring back stock jet engine turbines. Recommended for: Turbine lovers Not recommended for: VTOL builders Requires Module Manager. 1.0 Initial release. 1.1 Added missing line for the RAPIER engine. Download from SpaceDock
  16. Wow, you're fast. Thank you. (Still can't rep. Grrr.)
  17. Take your time, everything seems to function (yep, I tested). Some tweaking may be needed in MM contract config, since contract stuff got serious overhaul. New wheel stuff is amazing. Btw, new 1.0.5 ability to enable\disable staging will fit 'em well (Meerkat as well, IMO) P.S. Can we have a sneak-peak on the drill?
  18. Flags excluded from active flights alone made me happy. But... but gendered docking ports? Kerbal debris fix? Active radiators? Am I dreaming? Well done, SQUAD!
  19. I do care about jet engine lacking the very engine. One man's flawed mechanic is another man's gameplay. Well, I guess my opinion got lost in this mess. I'm totally fine with the idea of a VTOL itself. Harrier/Yak-38 style engine would be a nice addition to the game. But airbreathers are limited to only two bodies in the stock system, thus some kind of all-purpose prop is needed as well. It'll be useful both for VTOLs and conventional crafts. Heck, propulsion for non-oxygen atmospheres is completely ignored. And prop covers three other bodies (and even Sun, if you manage to stay cool ) Hopefully, it clarifies my opinion. P.S. I'd also like having stock nuke ramjet, but it's kinda another story.
  20. Hopefully not. VTOL builders can go on with cubic strut abuse their creative stuff. Congrats.
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