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Wingblaze

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Everything posted by Wingblaze

  1. Quite likely. The stock atmosphere is soup, and the stock drag model is based entirely on weight. It does not benefit you, for instance, to put nosecones on your rockets as it just adds weight, and the stock model ignores the aerodynamic shape. Both NEAR and FAR change the models to something more realistic. Whether you want to really depends a lot on why you play and what motivates you. If you want something more realistic, or if you want to do anything more than fly a plane once then go back to rockets, it's probably a step to at least try. Wanderfound has a whole series of planes to help you get used to things.
  2. @Red Iron Crown: I have this decal set on my KitchenAid Mixer
  3. Needs flame decals. Flames make it go faster. It's scientifically proven.
  4. I was vaguely aware but that won't stop me from saying thank you for sharing your passion and expertise.
  5. Did Kerbpaint stop giving you issues? I saw the last plane was painted. (Haven't had a chance to fly any of them lately though)
  6. Two aerospikes and a turbojet on something the size of a station wagon? That must be... fast.
  7. No paintjob? All the paint booth guys must have gotten pulled into the aerodynamics labs. That or Ferram has drag increasing with paint now.
  8. So what's a PID and why would I want to tune it? As an aside, some days I feel like we do everything we can to make things overly complicated and take the fun out of it. When I need 83 different mods interacting with each other and one patch breaks the whole thing, it makes me a sad panda.
  9. I only vaguely understand what happened but I don't understand why they changed it so radically.
  10. Edited per your wishes. I stuck to what I considered "plane parts" and didn't get into things like batteries, solar panels, and that kind of thing. I think I got it all
  11. As requested - the new (0.25) parts and the tech tree: (Tree levels are on par with what's in the wiki) Tree level 3 Stability - AV-T1 Winglet Tree level 4 Flight control - Wing Connector type B - AV-R8 Winglet - Mk 1 Cockpit Tree level 5 Aerodynamics - Elevon 1 - Elevon 4 - MK1 Fuselage - Intake - Wing connector type C - Structural Wing type B - Swept Wing Type A - Swept Wing Type B - Tail connector - Swept wings - Tail fin - Basic get engine - Mk 1 fuselage - jet fuel - XM-G50 Radial air intake Advanced Flight Control - Delta Deluxe Winglet - Mk 1 inline cockpit Landing - Small gear bay Tree level 6 Supersonic Flight - Mk 2 Liquid Fuel Fuselage - Mk 2 Cargo Bay CRG-08 - Mk 2 Cockpit - Mk 2 LF+O Fuselage - Elevon2 - Eleveon 3 - Wing Strake - Delta wing - Mk 2 to 1.25m adapter - Engine Nacelle - Radial engine body - Circular intake Specialized Control - Vernor engine Tree level 7 Nuclear propulsion - LV-N engine Advanced Aerodynamics - Wing Connector Type A - Structural Wing Type A - Mk 2 Bicoupler - Mk 2 to 1.25m Adapter long - Mk 2 Cargo bay CRG-04 - Mk 2 Crew Cabin - Mk 2 Clamp-o-tron - Wing Connector Type D - Structural Wing Type D - Structural pylon High altitude Flight - Structural intake - Mk 2 Inline Cockpit - Mk 2 LF+O Fuselage short - Mk 2 Liquid fuel Fuselage short - Mk 2 Monopropellant tank - Wing connector type E - Small delta wing - Structural wing type C - Turbojet engine - Small hardpoint - Ram air intake Field Science - EAS-1 External Command Seat (since I know you're a fan) Tech level 8 Hypersonic flight - Elevon 5 - Advanced Canard - Standard Canard - Rapier engine - Toroidal Aerospike Rocket - Shock Cone intake Advanced Unmanned Tech - Mk 2 Drone Core
  12. I haven't seen such a list, but given how much I've benefited from your work, the least I can do is try to put one together for you. I'll try to do it tonight. Guess I have to remove SP+ first...
  13. Erm, is it me or does nothing fly since the patch? (Ok not *nothing* - the Evangelist flew fine)
  14. The analog vs digital control thing is a real hassle. There are really only three things I can think of you can do. 1. Tap the controls - you do a lot of press-and-release to feather the control inputs and avoid spinning out of control. (I believe Wanderfound does this) 2. Use caps-lock to turn on the fine-control-adjustments. The control arrows go blue, and the inputs are moderated. 3. use a joystick or gamepad to provide analog inputs I suppose another approach is you can go to the tweakables in the individual control surfaces and reduce the maximum amount of input they'll provide.
  15. Just for you Wanderfound.... Thunderbird are GO
  16. If you'd like some examples of some really great spaceplanes and how to put wing sections together, I'd direct you over to Wanderfound's playground http://forum.kerbalspaceprogram.com/threads/90747-Kerbodyne-SSTO-Division-Omnibus-Thread You can get some good ideas over there with some of his bigger craft.
  17. I have parts getting stuck in the bottom of the bay it seems. (Not your probes - I was making something smaller to fit in the Dairyman and land and leave behind on the Mun.) I need to start playing with the Ranger and expand my reach.
  18. So it's for the runway-to-orbit-to-runway challenge Still struggling with probe deployments. What good is a cargo bay when it doesn't hold cargo? Sigh.
  19. Seems to have fixed it, thank you. No wonder everything is flying for crap
  20. Something odd is happening. The flaps and spoiler on my Dairyman TSP aren't working - action groups are gone and I can't seem to put them back - no actions showing for those parts. I just re-dl'd the file and still not right
  21. Yeah we need something like electromagnetic clamps or something. Or dual point docking ports. Or something.
  22. Ok here's a suggestion. It's been done before but I can't find it. It's time to science! You have to strap on all these instruments. Multiples if you want to retrieve and return with data from multiple biomes. Then you have to find the little fiddly parts on your ship, remember which ones you already used, and click them. I find this to be a hassle. Someone made a mod. I think it was called Sensor Array. It consisted of sensor packages put together in disks. there was a 1.25m version, a 2.5m version, a 3.75m version. It contained a thermometer, mystery goo, gravity sensor, seismic sensor, and barometer. But I can't find this mod. I'd suggest a simple sensor module. I think you can do something like this in the modular bay mod, but there's a lot more going on there. I'd say the module should include all the experiments you currently have unlocked in the tech tree, in one easy clickable part. And if you need multiples, you stack in multiple parts. Or maybe it's just me In a different place altogether: One of B9's awesomest features was the ability to have a thing on screen with the action groups. B9 support is a tad problematic these days but I wish we had that feature standalone.
  23. As for the re-attachment: I need to look at the probes in detail. One personal pet peeve of mine is the number of small fiddly instruments. I have a small mod that I think is called Sensor Array (which I can't find out there any more) that puts all the science parts in one small disk in various diameters. You only have to find and click on one part to run your various tests, and it's easy to stack several into a ship without clicking on one vs another. I even hacked it to include a materials bay which wasn't in the original mod. My point being is that I'll end up modifying the probes to remove the materials bay, which might make them smaller and less prone to flop around. Or not. In which case, explosions. 'nuff said.
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