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Snacksquatch

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    Bottle Rocketeer

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  1. Thanks @Deimos Rast. I had updated mine to 1.2 a few days ago and was about to update this thread. I'll check out your version and compare to mine. I'll put in any pull requests on GitHub - if needed.
  2. Just wanted to let everyone know RoverDude just accepted a few of my Pull Requests for Rover Wheel Sound configs across his rover family. USI Exploration, Karibou, & Malemute rovers. I used the sounds which coincide with their stock-sized counterparts.
  3. Is there a trick to getting the GeoLab to connect to Kerbnet? I load it with 2 Scientists and it says operational, but Kerbnet always says there's an error with the test pattern video screen.
  4. I was getting some crashing last night in x64 with TCA installed on 1.1 Pre-Release. Light on Mods, mostly visual. KSP was stable once TCA was uninstalled. 2 crashes. Once while reverting back to the SPH and once while attaching/removing/deleting a single J-33. I'll try to repro tonight and dig up the logs.
  5. Ever since the new update I'm getting a 500 error when going to my dashboard. My KerbalX name is Snacksquatch as well.
  6. Great, thanks for the link! Seems like maybe I should take this on as my first mod job and make configs for the C-5 and B-52 cockpits.
  7. This is an older post in the thread, but I had the same request. RPM configs would really rock with these cockpits.
  8. Does this new update include the RPM configs? There were 2 patches floating around, one with 2 screens and one with 3.
  9. Really like this mod, few questions, concerns, feedback. 1. Issue: My profiles menu doesn't pop up when I click on it? Is this issue been previously reported? 2. Possible Bug: With the latest Firespitter pre-release candidate. I'm running the KAX PT-100's on a craft. If I set a specific thrust in throttle control, before cycling the engines on at least once, the prop animations will not play. Engines will thrust normally. Cycling the engines first before setting TC clears this issue. 3. I saw a few pages back in re: to toolbar integration. +1 4. Suggestion: The ability to pre-tweak engine throttles and limits in VAB/SPH would be nice. This may be a non-issue if profiles were working for me though I would probably run into issue 2.
  10. Nice! Really outstanding work so far. A re-texture pack would be a nice option for some of the parts. Sort of like TAC-LS.
  11. Actually, this is similar to how some real life turbo props work. Each Allison T56 on The P-3 Orion and C-130 Hercules produces 750lbs of additional thrust from its respective exhaust. I replicated this in game with my P-3 Orion clone, by adding four .6m tweakscaled Basic Jet Engines behind 4 of the KAX PT100's. I then used Devons Throttle Manager to limit the jets to 10-15% thrust and the PT-100's to 75%. I can go a bit faster than the real P-3 at full throttle, but she's stable at 15-25% throttle and that allows me about 3.5hrs loiter time at 75% fuel capacity. She needs to go through some trial runs/tweaks though as I just finished designing her last night. I'll update this post later with a link to an image, if I post it in the KAX thread. Suggestions for Retro-Future: -JeyTew Variant - w/gear. -Standard 12Cyl with 10-15% less power, less weight, and a traditional 3-4 blade prop and nose cone. - 2 variants w and w/o gear. For the standard 12cyl you could just reuse the JeyTew engine body, one of the 3 bladed props, and throw the R-F nose onto it. This engine would serve as a balanced replacement for the overpowered Firespitter Lancaster engine. Currently, the JeyTew is a bit too powerful/heavy for some of my smaller twin engine craft. Overall...I really love the parts so far, keep up the good work!
  12. I love this mod so far. I've got a request. Cargo Bays with 'bottom side' access. I currently have to flip the fuselage sections upside down for in-Kerbin Atmospheric cargo craft. Also intra/extra atmospheric bays that fit RoveDudes assembled Pack-Rat. It would also give a bit more room for vanilla rovers.
  13. I'm actually looking into doing a plug-in with the chimp model at least. I know a bit of coding and would like to sharpen the skills anyways. Does anyone know who has the rights to use Kam or who created it? I've found the actual model file online.
  14. Bill, Bob, and Jeb are really liking the new pit with our Firespitter parts!
  15. If there was an animal it should be to enhance gameplay and not just be a fps grazing cow. Kam would be great for a small probe sized 'manned' command module. Life support could be supported easily. He could also count towards the second crew member in the science lab or maybe he would give an additional science bonus on top of the regular lab bonus.
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