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Everything posted by Alshain
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Why some updates Break Mods
Alshain replied to Gauga159's topic in KSP1 Suggestions & Development Discussion
I don't think mod developers do that, if there is, it's very few that do. Some put version checks in the mods in order to warn you but I don't know of a single one that actually disables its functionality. -
Dynamic KSPedia Pages?
Alshain replied to Kerbart's topic in KSP1 Suggestions & Development Discussion
I don't know why they didn't just make it HTML. I mean, it's a great attempt at re-inventing the wheel, it could have been easy.- 5 replies
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I suspect it has something to do with Kerbal impacts registering as landing gear stress. Kerbals are just treated like a craft in the game. However, realistically, no space craft landing gear should be broken by a Kerbal, they should be made of stronger stuff than that. The lunar landers were very fragile things, but not that fragile. It would have been pretty hard for an Apollo astronaut to break one of the landing legs unintentionally.
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I can confirm landing legs do explode if a kerbal bumps it in Windows 64 bit. Not every time, but it definitely does happen.
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It doesn't have to be a taildragger, that was just a personal choice, I have plenty of tricycle planes, I wanted something different. Personally I think taildraggers are a little easier on the bumpy tier 1 runway. The wings are a little tricky but you should be able to get them there, using angle snap, move the mouse up to the top of the fuselage and there should be a point where they appear together as you see there. Those wings are 2-piece, again mostly just for appearances. You have to attach each pair separately and use the move and rotate gizmos to get it just right. Those are just plain struts, and they aren't necessary, they are only there for visual appearances. That small of a wing is not going to flex. One other note, if you are playing in 1.1 I've recently discovered that it helps with the awful wheels if you rotate the plane back the way it would sit on the runway (as you see in the picture, grab the root part with the rotate gizmo) and afterward make your front wheels perfectly perpendicular to the ground. The plane gets down the runway a bit better that way. If you make them perpendicular to the ground while the plane's tail is in it's upward position, it doesn't drive right. (But don't expect miracles, they still won't drive right in 1.1, no matter what you do).
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It's absolutely possible to build a working aircraft by the 4th tier. This one flies beautifully in 1.0.5.
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I'm glad you can make it work but unless you can prove it works on my computer, then no it does not. Making the changes you suggest does not allow me to lift off or make the wheels usable.
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Your last post has been posted by 1000 people on the forums over the last 3 weeks. It's just regurgitated bad information that doesn't solve the problem. I can't speak for him, but I know I've tried it and I know it doesn't work. OP: The answer to your question is no, there is no way to fix the landing gear. We just have to wait on Squad to get back and fix the game. Hopefully it won't be long now.
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Why some updates Break Mods
Alshain replied to Gauga159's topic in KSP1 Suggestions & Development Discussion
You say "The mod is broken" I say "You're right, it's broken" The computer says "What is an 'it's'?" Computers are very literal, they can't read between the lines like you and I. If even the slightest little bit of an API call changes, then the mod calling it must be rewritten because the computer will not assume it knows what you mean. The more API calls that are made in any given mod, the more likely one of them changed. So bigger complex mods often break, but they don't have to, it just depends on what got changed. For example, the 40 line mod I have linked in my signature has never broken, not even 1.1 broke it. It has never really been broken. I just have to recompile it. It is so small, it uses so little API calls, the ones it uses have never changed. -
Well, my config was made for stock + RT & KerbinSide. I did say in the original post you can change it if you like.
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I've not actually seen a mod add contra props in KSP yet, so it would certainly be unique. blackheart, For the sound, I wrote a description of how to works, and there is a short follow up of posts after. The only catch is that the engine idle sounds start as soon as the engine starts and overlaps the prop engage sound a bit.
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Station Question
Alshain replied to Provisional Name 12's topic in KSP1 Gameplay Questions and Tutorials
It's gonna wobble like crazy. The docking ports are not the problem, it's suspending those large engine tanks out on large long girders and THEN adding in the docking ports too. -
None of the above. I want to see interface improvements. Barring that I guess I'll choose Multiplayer because that will truly expand and enhance the game-play the most.
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But it's balanced for gameplay. 1.795E+10km would be well beyond Eeeloo at it's maximum distance from Kerbin (like actually 17 times the distance from Kerbin to Eeloo if I'm doing the math right). Also, Araceibo isn't on Kerbin, it's on Earth, which is in a much MUCH larger solar system.
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I love these models, I'll always take more propeller options, though yes they do feel a little over powered. 175kN @ Mach 0.5... that's pretty close to the Wheesley. The right channel audio issue is Firespitter, you can adapt them into the stock format fairly easily, I just finished doing it for KAX. However there is no delay I could find so the engine sound starts at the same time as the start up sound. Later tonight I could take a look at the configs for the sound for you if you like. I'm not sure I could be of any help on the engine.
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Like I said, I don't know how to configure it. If you do, let me know.
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Spaceplane landing is ridiculously difficult
Alshain replied to MadOverlord's topic in KSP1 Discussion
The Unity 5.4 beta release notes have a lot of mentions of wheel colliders, but TBH it's over my head. -
Spaceplane landing is ridiculously difficult
Alshain replied to MadOverlord's topic in KSP1 Discussion
@qromodynmc It really doesn't matter what the Germans did, a taildragger plane is a valid design, and the wheels are just broken. There is no argument to suggest otherwise. The wheels do not work right. Period, full stop. -
I'm not really sure it's worth the trouble then, I mean it's going to be occluded when the planet turns anyway and since there are plenty of the Type 11 dishes, it only affects Eve and Moho. You are still going to have to build more ground stations for the other side of the planet anyway. The real point in this configuration was to reduce the need to establish local Kerbin satellite networks, which RoverDude's upcoming system is the same. It's more realistic anyway, our long range probes on Earth don't bounce around Earth with satellites, it's just much cheaper to buy some land in Australia and transmit it back through encrypted ground communications. It's how we did New Horizons.
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Some taildraggers can steer from the rear wheel or skid, but some taildraggers in the biplane era applied braking to one of the two front wheels to force a turn. KSP doesn't make that easy but it can be done with action groups, you have to strip the symmetry off the wheels first though. Still many planes had the wheel or skid attached to the rudder. So neither way is wrong, but it did appear from the video Snjo had intended it to be a steerable skid.
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This configuration only includes KerbinSide. I didn't actually use the old configuration, this one was from scratch. I could probably do Kosmodrome, but I would post that in it's thread.
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Spaceplane landing is ridiculously difficult
Alshain replied to MadOverlord's topic in KSP1 Discussion
Tricycle is not the 'usual'. Conventional (or taildragger) is... well the conventional style... it pre-dates the use of tricycle style landing gear. What you have done is built a new plane entirely. I want this plane to be a conventional landing gear style, it's not a wrong design, it's broken wheels. -
Yeah, that is something I considered but I don't know how to find the Cos Angle. All other dishes in KerbinSide can be considered omni by way of a rotational base (just like KSC), but obviously Arakebo cannot move. If you know how to find the angle setup, I'd love to do that.
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I never could understand why people would pay for a book for information that 1. You can get for free on the internet (or now, in the game) and 2. Will be obsolete after the next patch.