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Bit Fiddler

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Everything posted by Bit Fiddler

  1. will this mod still work if replace Harmony with harmony 2 and then Shabby with the version that is made for harmony 2?
  2. Are there railings that match these stairs, to make catwalks with?
  3. Ah cool, I just install from CKAN so I had not seen this version. Just in time as well, as I have started a new career game, and have not used any deepfreeze parts yet, so nothing will break by removing it.
  4. A few issues / suggestions. Am trying to make this: Or something similar. I have a few problems and a few ideas based on this. 1) this may be a compatibility issue, as I have more mods installed than stars in the galaxy. However, once I place the garage fairings into the construction area, I can't select them anymore to remove them. 2) Garage needs a snap point on the top side, so I do not have to use another part to create a node on the top. and with this exact configuration in mind if there was an adapter to sit on top of the garage to make a flat spot just the perfect width for the other parts to sit on, this would also be nice, as i would not have to clip them down into the roof of the garage to seal the gap. This is not a big deal, just a thought. But if this part existed it could also facilitate ladders to climb down from the command pod. Again, not a big deal, as this can be cobbled together with other parts, but it would be nice if it all looked like it belonged together. 3) If the garage had other parts that conformed to the bottom other than the fairings this would be great. Things like fuel tanks, batteries, storage bins, Fuel cells, etc. Not that they do much good for this particular thing as I need the bottom to be flat, but just in general. For that matter if these same parts were also made in the same format as the garage that would also be great. 4) There is a concrete pad to lock the base to the surface once it has landed, could this function not be added to the landing legs themselves? 5) I do not seem to see any landing engines that snap on the garage parts like the landing legs do. Am I missing something, or are there really no landing engines that work with the garage part? 6) I can't surface attach things to the side of the garage, this would be nice as well.
  5. I saw a mention of USI-LS having a "Deepfreeze" type of mechanic now. Is this true? I do not seem to see any part like this in my parts list. Granted I have not done extensive testing and research into this yet, as I am not even sure if it is true. I did not see it on an official posting by @RoverDude it was posted elsewhere. If this is the case however that would be nice to be able to remove that mod from my install and simplify things a bit more. Can anybody point me to an official post, or users guide, that talks about this if it is indeed part of USI-LS?
  6. Oh yes, I checked that, all control surfaces were enabled for all axis. However, I have started from scratch with this cockpit again, and this go around I get a very small roll deflection on the aileron. Pitch will push them up to the 60 degrees the PAW is set for, but roll moves them 3 or 4 degrees is all. This is better, but still not usable. I am on the verge of giving up an making this tiny airplane. This is really an odd issue, and I just can't think of any causes. Maybe a mod incompatibility, but they are so hard to track down. I am going to load a clean install and only load in the mods necessary to build this craft and see what happens. I was hoping there was some setting someone knew about that told the cockpit to act like a rover and thus disable roll inputs, but I do not think this is the case now.
  7. I have seen other telescope parts from BDB I think, but I did not see any parts named "cacteye". I will go look closer, see what I can find. But yes, I was looking for the old parts specifically. I used the janitor to hide all mods other than Cacteye, and no tubes were in the list. But I see posts talking about reusing the BDB parts for this mod. I will just poke around and see what I can come up with.
  8. Is it intentional that the Cacteye optics are not available in the Tier 2 Science Building? I have several Cacteye processors, gyros, processor mounts, and the service bays etc., but I have no optical tube parts. Are they just missing in my install, or is this really the way the tech tree is laid out? I have researched every node available in T2 Science Building, but I just do not see the telescope parts.
  9. A new glider I have designed. Maybe a few more tweaks, but I am happy with it as is.
  10. As you can see the inputs from the keyboard are working, and the game sees the roll inputs. however, the craft does not respond and move the control surfaces accordingly. Any Ideas what is causing this? I am sure it is tied to this cockpit in some way, as both of these wings work fine on other aircraft. I have installed a probe core on this craft, and select control from here as well, but this does not change anything. As long as this cockpit is on the craft, I have no roll control.
  11. ah right thanks... i knew it was in there somewhere.
  12. Some Ideas: 1) In addition to the specific heatshield part; could you change it so any part we make can be set to "ablator", adding to the mass, and maybe reduce internal volume? This way any part we make; tanks, batteries, nose cones, etc. can all have an ablative coating on it. Thus, making them survive reentry better. 2) Can we possibly get a compatibility setting for "Configurable Containers" to do the content switching? This mod already has very robust content switching, and would further enhance the "procedural" nature of this mod by allowing us to create whatever type of tank we want. This could be made as optional, and only be enabled if CC is installed. 3) Can we get a "shape" for MK2 and MK3 parts? 4) And lastly what about storage tanks/crew compartments? Just take the volume and calculate how many inventory slots or seats this would have. no need for windows, there are mods out there to add windows to them if we really want them. This is one of the mods I must have in any save I make, and these ideas keep coming up in things I build, so it would be great to see these implemented.
  13. I know I have seen this before somewhere, but I can't find it now. I need the ribbon codes so I can write them to the text file.
  14. Thanks for all the input. Some of these I have used in the past, and some are totally new to me, so this was a good find.
  15. Ah tiny nuke says game version 1.7? Does it still work in 1.12, or should I wait for an update?
  16. Hey thanks @jimmymcgoochie those mods by @Well were just the ticket for the .65m size. Now I just need to find a passle of .35m parts to fit the sounding rockets. but these fill out the .65m size very well.
  17. Glad I found this mod. I am currently looking for small .625 and smaller parts. Please keep it up, the more micro parts you make the better.
  18. Are there any suggestions for tiny parts for making the .35m sounding rockets? I use the sounding rocket mod from Umbra Space Industries, but I am looking for more parts in this size, Probe cores, SAS, heat shields, fairings, etc. Basically any and every type of part in the game. Any ideas on mods I should look at would be great.
  19. what tech tree node do the RAT parts come in? I can't find them in my tech tree. I am probably just blind, but who knows. Nevermind. they are under "Utility" category not "Electrical". So yes I am just blind.
  20. As for launching, exploding and re-launching idea. You can limit the thrust of the SRB and LFO engines to near zero, so the craft does not go anywhere. You then launch it, run the engines and other parts safe on the ground, then recover the craft. This way you can recover an intact craft, sans engine detonation on failure etc. and not waste so much cash on failed launches. However, I am still unable to get my SRB over 83% when the rest of my parts are up to 90%. And yes, one of the 3 or 4 I have on this particular craft always detonates on launch, yet the reliability score does not go up.
  21. I have a request. can you add the ability to use this red stripe, and other colors, to the tail section, cockpit, streamline engines, etc. So when building an airplane like this the red stripe can extend the full length. and for that matter can you make more options for this idea? Also, this cockpit does not have an option for "Crew report", or if it does I cant find it.
  22. Am I misunderstanding something? I have performed several engine runs on the craft I am integrating, and have boosted the LFO engines up to 90% (which I believe is max for my current tech level). However, the SRB does not seem to go above 83%. This means that one of the 3 SRB will fail every time I run them up, but I never get any more reliability on them.
  23. could we get a new setting on the "cone" shapes, to make an offset cone. Basically just make it so the top is offset such that one side is perpendicular to the base. This would be handy for making tail sections, radial tanks, etc. that flow into the lines of the craft. if this would support all the cone types so it had curved tip or pointy tip etc. that would be great.
  24. I am looking to up my save game version to the latest version. but this is one of the mods that I deem necessary. So I am just checking in to see if it is still working with latest version of KSP. Does anybody have any issues with this in 1.11?
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