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Showing results for tags 'neist air'.
License: CC-BY-NC-SA, see license.txt in folder NeistAir UPDATE P9.0 is finally brought out! Check SpaceDock link for further info + download Now B9PartSwitch is a dependency (but also bundled in the mod zip!) today, i took my time, and updated some stuff on the NeistAir Mod, made by neistridlar, and here we are - i am uploading my first reupdated version. Original NeistAir Thread: Changelogs: All Parts in the mod currently: DOWNLOAD: SPACEDOCK: https://spacedock.info/mod/3034/NeistAir Reupdated
(Tags may explain a bit more detail) I have this craft, made to resemble the Boeing 777-300 while having air-to-air refueling capability. The problem is that the craft used to be so rigid that an aircraft carrier-level landing won't even break it, back when I still have Kerbal Joint Reinforcement installed. However, since I've updated my main install to 1.9.1 and got a fresh batch of mods; most are the same as my older install, one or two are newcomers and some from my older install didn't make it to my main 1.9.1 install (and Kerbal Joint Reinforcement is one of them). I initially forgot to download the latest KJR from the forums, but then I decided to just ditch it (since even KerbalX didn't include that mod in the automatically-generated modlist). And this happened. Even a full pitch up input would spell RUD on the craft. So I'm needing advise for stock joint strength. I've tried strutting every joint of the fuselage, no good. Tried making a 'spine' over the fuselage and make it work with the strutted joints, also no good. Autostrut, more like 'autoslut'; still no fruit. Rigid attachment, no difference as well.