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Dr. Death

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Everything posted by Dr. Death

  1. I was using the .craft that came with the mod. And even then, even when everything is in place, the mod wont remember the RPM i set for the engines, and every time i revert back to launch or i relaunch the chopper i must retune the engines (i think this counts as a bug). The reason why the stability its a problem its because this isn't just me not knowing how to fly, if i could make a VTOL when i dont even know how to make proper planes and i can fly it better than a FS chopper there is a conflict. Of course, it could be that i was just using .crafts that were not compatible with FAR, and i would love to check that, but i will have to wait for FS to get updated. Its not like i was expecting 100% realistic helicopter physics anyways, the way the KSP physics/atmospheric engine is made makes impossible for proper realistic simulation of airplanes and choppers to happen.
  2. Stability for the most. Snjo, you can punch me later, but any ETA on the .25 compatibility update?
  3. That same thing has been on my mind ever since the relase. its very hard to make cool ships with HX, and nobody ever did a tutorial or an .craft example.
  4. I am wondering if someone can make choppers FLYABLE with FAR installed.
  5. RMP got updated to .25, just saying, i am gonna wait for the update for this too.
  6. It wouldn't be a bad idea to try to make this in conjunction with skilful's carrier and guns mod, it would be rather nice actually.
  7. I didn't complained about the size because of power, but because of fitting, because there is the F-100 engine, the turbo jet engine, and the F-16/F-15 engine of the same size, and then a smaller F-18 engine that doesn't fit anything (and ends up looking good) and an 65 cm engine. But that's not a priority, i am more annoyed by the AJE/FS compatibility problem than anything else, please tell me if you find a workaround.
  8. Now i wonder if they are DRE compatible in the sense of realism (the heat shields under shuttles end up burned and has to be repaired) or in the sense of KSP (heat shields are so strong they dont affect the integrity.)
  9. Last time i saw B9 it was just aerodynamic plane parts..... now this..... this is a dream... I will of course ask, as of now, 26/8, how long will it take until a full (or alike) relase? and an important question: Is it FAR/Deadly Reentry compatible?
  10. This is what happened: First, i installed this mod, would not work, reason was that it had the RF config by default, i added RF, i liked how now lmost every plane part had extra fuel, but it was kinda glitchy and it gave me way more weight and ....ed up some of the default aircrafts, so i took it off and changed the config parameters of the RAPIER and the SABRE. Then, everything was ok, but when i tried the RAPIER engine it wouldn't push my aircraft. This was all done without B9 nor FS. When i was told that the solution may be because i needed FS mod i added it, but when i did so there were like 3 parts that were left in-game, a small solar panel, the small NASA engine of this mod, and another part wich i cant remember. PS: Talking about the jet engines, why cant all of them be the same size? it kinda looks bad to have an engine way smaller than the fuel tank if you just want an engine without afterburner.
  11. I know that you may have already thought of this, but why not just to make 2 uploads, one for RF, and another one without it? its a simple fix and many people overlook the change of the .cfg files for the RAPIER and the SABRE.
  12. I already have that, if i didn't, the game would of have crashed at the loading screen.
  13. http://www./view/mcyapcate2avl51/output_log.txt
  14. I lost the log, on the other hand, the game works fine without AJE, so there has got to be a conflict between AJE and FS
  15. Nope, modmanager tells me that the conflict is in FS. I have: Toolbar AJE volumetric clouds CactEye telescope Custom Asteroids Deadly Reentry FAR mod Kerbinside full Improved chase cam JSI RPM Landing instrument Hyperedit Infernal robotics Mechjeb2 something called "Modsatatistics" Hotrockets Docking alignment port F-100 engine Procedural fairings Lazor mod SCANSAT something called "SmokeScreen" Spaceplane + Texture replacer VNG The modulemanager is 2.2.0
  16. i will try and redownload FS, because its the mod that ....s everything i can as only assume that mod its the problem, if the same problem appears, there is nothing i can do (besides giving you a list of my active mods)
  17. So my problem with RAPIERs is because i dont have FS, FS gives me a problem, and a mod is conflicting with FS. You are a mod and a mod-makers, do you know any conflict with firespitter that can make parts actually dissapear from the game?
  18. For some reason FS literally removes almost all the parts of the game, so i avoid it Inlets should not do nothing, even using oxydizer the RAPIERs give thrust but they dont move.
  19. I never made it to work B9 at all, so i am not using it. Please explain how can i make the inlet reaches 100%.
  20. Not exactly 0 thrust, but still, the plane just wont move nor consume liquid fuel (if air breathing, if its on a closed cycle it will consume normal liquid fuel and oxy)
  21. it shouldn't matter the air intakes because this happens also with the closed circuit mode. It just happens with the RAPIER and i remember the previous posts about this mod about people complaining about the same thing, before 0.24 version, but it didn't happened to me previously.
  22. I know that this question is too stupid and probably you already answered it, but the RAPIERs are giving me 0 thrust.
  23. Fractural left the development to Wavefunction? or WFP is just doing a fix for 24.2?
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