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theend3r

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Everything posted by theend3r

  1. Try to modify the pilot parameters, especially the one called something like turn damping or what, it prevents them from turning too hard and stalling.
  2. That's incredible. Looking forward to a new release. The current one works fine so no need to hurry.
  3. What maximum weight? I have a lifter capable of 1000t to LKO and that should be nothing compared to Whack.
  4. Just making sure, is it normal that every time a scene outside is loaded, the game freezes for 2-3 seconds to load Scatterer? It's kinda annoying when changing scenes frequently (testing a new craft) but still worth it. If it's a problem on my side then even better as something can be done about it. Edit: I'm using OpenGL if that helps anything.
  5. The best reason to return are the improved mods, FAR especially. There were some rather large improvements in mod and even stock parts, too.
  6. Quality is more important than quantity. I think that the amount of planets we have is satisfactory but there is nothing to do there and the only difference after you land is gravity and color of environment (I'd add atmosphere but it doesn't matter as we don't even have any weather or atmospheric scattering, at least there are mods for that). That shloud be the next goal for Squad, just imagine wind, snow, sandstorms that would leave decals on your craft/kerbal. :confused:
  7. If I can do this [i]in FAR[/i]: [imgur]TdZ6E[/imgur] Then getting to space with a bit more sensible design shouldn't be too hard.
  8. One from the ancient age of orange asparagus rockets: [imgur]z2Doy[/imgur]
  9. I have usually two launchers that I use, with slight modifications if necessary, throughout my whole game each version, one medium, one (super)heavy. The only major redesign to most of my launchers was with the ARM update so I could lower the part count. As for SSTOs, I've had the same SSTOs untile the Mk2 redesign and since the redesign, I have the same SSTOs till now. They take so much time to develop to be of any use, that redesigning them is out of the question. I have about 4 of them and each took me a few days of tinkering to get them right and get them to be stable in FAR that I dread the next time I'll have to redesign them again. TL;DR yes, I keep my designs for as long as possible.
  10. Would it be possible to allow the guard module to operate multiple weapons at once? My guard fires rockets at me just fine but doesn't use its CIWS. Or two machineguns at once. [quote name='tongpong']I mean I cant fire by weapons manager on hotkeys, for example I can't fire the [COLOR=#545454][FONT=arial]missile by weapons manager[/FONT][/COLOR][/QUOTE] I definitely can. Try to uncheck the "Check for clearance" in the settings, that worked for me. Some of my missiles were a bit... cramped in the cargo bay of my stealth fighter.
  11. Great work, as always. Any plans to integrate a radome and a targeting pod into the cockpit? No need for a separate parts, although they wouldn't hurt either. :D
  12. [quote name='ferram4']So the lateral simulation tells you that you're unstable in the dutch roll mode; you've got too much dihedral effect / too little yaw stability for your plane. You'll need to either, 1) reduce wing sweep, 2) add more vertical tail, or 3) make the wings have slight anhedral (negative dihedral angle) to compensate. As for the other oscillations, everything actually looks perfect. Your plane is very close to the way real ones are. The rest is all stuff that should be handled through control systems, so you might want to activate the pitch damper when you fly this thing. That, or add one of the other control mods; this isn't something you really want to fix with changing the plane design, because you'll just lose out in terms of performance as a result.[/QUOTE] Thanks a lot, both for the advice and this great mod.
  13. Since BahamutoD recently released his [URL="http://forum.kerbalspaceprogram.com/threads/140460-1-0-5-BDynamics-Mk22-Cockpits-v1-0"]awesome cockpits[/URL], I immediately built a plane to test it out. It flies great and can do a U-turn in mach 1.5 in 5 seconds without breaking apart BUT suffers from oscilations, mainly in pitch. How can I correct this? I assume either by lowering control authority, which I do not want, or by setting CoM and CoL further apart which is possible albeit a bit hard to do. (are there any mods with small parts that just add weight?) Also, the lateral simulation looks pretty bad since the lines shouln't diverge as far as I can understand. Is that the problem? [imgur]lqFkM[/imgur]
  14. [quote name='Crzyrndm']I'm guessing not [URL="https://github.com/Crzyrndm/B9-PWings-Fork/releases/download/2.1/B9.PWings.Unofficial.zip"]this one[/URL].[/QUOTE] That fixed it, sorry for this. (although the adjustable wheels still bug out) I returned to KSP after 3 versions and DL'd about 20 mods I can't play without. There are bound to be a few more things I'll need to repair. :(
  15. [quote name='Toonu']Hello I have a big problem, I installed the mod a lot of time ago, but now when I loaded career, load the hangar all planes with this wings have them in "basic" proportions, not shaped as before. The flaps were same. Whe n I tried to load one plane I had parked near KSC, it have the "basic" shape of wings too. It s very bad for me, because I used them a lot. Any suggestions or help? EDIT: Next loading the game works perfectly, but still, I don t want reload game everytimes it do this weird thing.....[/QUOTE] I have this too. I'll test it further and check if Open GL has anything to do with it. Edit: Nope, it doesn't matter. Here is what happens after a vessel gets unloaded and reloaded. I spawned one plane and drove it back and then took another one, flew away and landed back. [img]http://i.imgur.com/ncUMdNNl.png[/img] [quote name='Toonu'] most of functions of the mods(I found problem with adjustable landing gears too, all wheels are wrong roatetd, etc.)[/QUOTE] Same here.
  16. The new part looks amazing. The old one doesn't seem to work for me though, as the node is rotated by 180° and things only attach inside. I've tried to replace it with so older version I had from 0.25 or so which I know worked but still nothing. Is it something with 1.0.x or is it just me? Anyway, good luck with the new part, I won't be using anything else when it comes out.
  17. I'd do Moho tourism trips anytime instead of manned Eve returns. ;.; I remember having a Krakendriveâ„¢ craft that could start from KSC, land on Moho and return to KSC in one piece without using a drop of fuel. It was pretty darn fast too, iirc. Good times.
  18. [quote name='J.Random']IRL, if you go too shallow, you lose speed too slow, burn up and die; if you go too steep, you lose speed too fast, pull too many g's and die. If you bounce off, you have to do another orbit without service module, your battery dies (killing life support, like temperature regulation - and killing you in the process), or your CO2 scrubbers/filters die (you die of asphyxiation).[/QUOTE] I'm pretty sure that doing another hour and something orbit and reentering should be no problem if the ablator tiles still work.
  19. How about a complete grand tour? I'm sure it's possible theoretically but the part count would be insane. Also, how about making a bridge from KSP to the runway island? If it's too far then the physics distance can be modded.
  20. LV-T45 having more thrust than LV-T30 doesn't make any sense when the only difference is the added gimbal.
  21. [quote name='One-Way Films']...it sounds something like "Kissp". ...[/QUOTE] That's ridiculous. :D
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