Arugela
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Everything posted by Arugela
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I'm not sure I didn't save in the 64 bit. I put the file up on mediafire after you posted at the bottom of the post. It's the plane text files for it and the sub item I used in it. I'm not worried about getting 64 bit as much as I am recovering the file and getting it working in 32 bit. Those issues are all happening in 32 bit mode. I put the "LC_ALL=C ./KSP.x86_64" in the "set launch options" on steam and it starts up but the same problems persist. I also deleted the settings.cfg file. Same behaviors as far as I can tell. It didn't do anything. It seems to be the ship files related to the ship in question. The "Aurora Orbiter Explorer Drone Jumbo". The "AOED rover" is the file that was in subassembly. and it was put in the cargo bay of the jumbo and saved a while before these problems started. I forget what triggered it. Here is the media fire link again: https://www./folder/ut5gq8b820fl5ma,hemt60ss2n9dbgs/shared <- Does this link work properly. I've never used mediafire before. Should be two files. "Aurora Orbiter Explorer Drone Jumbo.craft" and "AOED rover.craft" I jumped to try it on the 64 bit because It was stalling out the 32 bit because of lack of memory just in the space hanger doing editing. I can't remember what I did in the 64 bit. I may have saved but I'm not sure. Can it be manually recovered and put back to 32 bit after that? And I think the same behavior is created in both 64 bit and 32 from the files.
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I'm making a ship that is at 507 parts and it was using all of the4gb it had available. I backed up the entire save folder then ran a link to a third folder to get it off my main install leaving a second backup. I then clicked the 64 bit ksp thing and the game started up and I loaded my user. I load my ship and the data won't come up from the craft stats and teh stuff in teh sidebar is all messed up. when I try to launch it says " Craft size unknown!" no size information is Vessel name. Please open in space plane hanger to have it revised by the engineer staff. i've been working really hard on this ship design. How can I get it back again. Nothing is working. I keep trying to post the contents of the ship file from gedit wrapped in code, but it crashes firefox... dum dum dum... I figured something out. I also have the problem where it won't bring up the load window. I removed all ships and added back one at a time. The big ships has a subassembly of a smaller ship in the cargo. When I put the subasembly back in the subasembly folder it won't allow the load window to pop up. But without the sub it I can load the big ship but it has the above problem. Anyone have any idea how to fix this? If I load it on the runway it loads but I'm zoomed out and it falls through the world. I forgot I had launched it earlier and the game crashed while it was on the runway zoomed out in the same manner. But it didn't fall through the world that I know of. I also went into the other hanger and could load other ships and do stuff with them. When I did load the big ship that is currently corrupted it will not let me move any parts either. But other ships I can modify normally. Tehre is also a potatoe like rock in my items on the sidebar that was not there before... And if I load the ship in the rocket bay I can right click things in some cases and even modify fuel and turn lights on, but not left click and move them or select them. I also can't move the ship as a whole. The vessel is also nameless... And I forgot to say the subassembly part is a seperate ship(a rover) it has the same problems as the bigger ship. I've also deleted and reinstalled the game. Put back the save folder and no changes. If I go into the rocket hanger and load the big ship I can still click some of the headers in the sidebar like mass, size, name. One of the glitches is a flag and a kerbel show up and if you hover over them they increase in size up to a point outside of their boxes. clicking the rocket pad and launching the big ship also gets a similar problem to the runway. What is stupid is I think the autosave ship is the one I'm using at near it's latest save but I don't think I could get it to work either. http://kerbal.curseforge.com/ksp-mods/226609-aurora-orbital-explorer-drone-spaceplane-project/files/2223345 <- Here is a link to the ship file on curse. I think it's still being moderated initially for the project..(no idea how curse works. Just registered) I think this file is corrupted. DL at own risk.(couldn't get this to work ignore!) Curse keeps rejecting the file as invalid archive... I have no idea how to get it to upload. https://www./folder/ut5gq8b820fl5ma,hemt60ss2n9dbgs/shared
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I've run into something I want to add to my cargo bay. A custom made ramp and posibly elevator pad with clamps or some temporary holding device for a small rover. And a deployable unfoldable/refoldable ramp system to get to the ground and back in the cargo bay(basically I want to install it in the cargo bay and customize it to make it fit in the sides and bottom or where needed for it's purpose). This requires sheets of metal the right size(might exist) and some form of electric powered hinges etc and other parts to construct smaller devices. I was hoping for one I could custom design the ramp so it could deploy at various heights and circumstances based on the environment! But a lot of smaller parts would be needed to allow the creation of such things. Let alone casings and things to store it neatly in the cargo bay or other places for when it's used. There are way to many small things in this game missing. they should stop trying to precreate things and make means to let people build their own more from a smaller perspective. A whole range of things could be added for this. Would add a lot to the game. We need a mechanical/electronic suite of parts made and a tab area for using and constructing those smaller parts. What is going to the moon and space without the ability to make robot like miniature things to go with you. Wether it's manned or not we need the base parts! 8) Maybe a miniature robotics pack. It should include stuff to improvise most of what i mentioned and more though. It needs full mechanical creation abilities. All the fundementals. Maybe a new tool to shrink parts and make them miniature giveing more use to existing parts also. That would make less work on the programmer and give more power to the users. The ability to cut down current parts also would be good. Then you could just make a sheet of metal and let players mod it. Both of those tools would give near limitless potential with minimal work. Shrink/grow(AKA resize) and cutting along a player determined plane or planes. Simplifies the game design tremendously potentially. Also the ability to make player made parts like my own electric based hinges and add them to the parts list from in game tools. Also the ability to power these devices with electricity or other means. also hydrolics and other lift devices. A full suite of mechanical devices and resize/cut etc would be great for the game. If I could even stuck stuff to the end of ladders it would help alot.. Edit: Any way I can post this into my old thread and delete this thread? I forgot it was there and it's the same idea basically. But this is more specific in some regards. I also suggest teh ability for the OP to delete a thread! 8D
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If the game is given more challenges and thingsl ike foot requirements I think it needs biochambers. They can use so much waist and grow food and use water. Then devices could recycle water and space stations and habitalbe objects could be designed for long term space travel! some deluxe very expensive or very big items could have everything at some efficiency. But smaller objects could be made for lots of customization and for the added challenges of oxygen/food/waste needs if added to the game. And making a colony ship and deep space ship could be fun. They would be needed enough for long trips out to planets.
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Backup tools for ship designs!
Arugela replied to Arugela's topic in KSP1 Suggestions & Development Discussion
It could be RPed as a bluepring/design computer thing. It could be used to pull between games also. And then used for multiplayer sharing. so it coud be very useful. As is there is no good way to share that I know of. The convenience of P2P or other servers and ship design transfers built into the game could do alot for the community. It would be much easier than making youtube videos or making accounts for a file transfer service. When you have it on your computer those are already technically a wasteful service unless treated as a backup. So why not straight to the sources. -
Make your own parts!(+basic mechanical parts)
Arugela replied to Arugela's topic in KSP1 Suggestions & Development Discussion
No idea! I have only played vanilla stock and have only had the game like a week. I would have to look at those mods one day. I just want as much customability for ship making as possible. It's fun trying with the current parts but needing 20 tons of mass to make a basic engine has problems if trying to get it into space! 8p the more broad the tools the more fun I can have in the end. -
I would prefer they had both forms. I use wing setups where I have wings on top and bottom like old japanese sci fi planes or the 3 wing x/y wing varients and the more inward facing door helps when finding the correct wing position. The cargo bay stops those wings from being movable to where that cargo bay is where as the new docking port doesn't. So it would be nice to have both options. How about a new cargo bay with smaller doors lined up to the new docking port also. then we can pick which sized width cargo/docking bay we want for different uses. I would use both. One back cargo for extra fuel/batteries that is smaller near the wings for weight and a wider one for rover/probe deploying drops(AKA wider cargo) in the front or middle. Would be perfect actually! So, I think having the old one and a new set of cargos with doors shrunk to the new docking bay would be better! The more the merrier! Maybe if the new smaller cargo had the inner walls shrunk aslo potentially for more contact point to increase stability of the ship. I like long planes and those things make the planes wobble like crazy whereever you put them. I would think a little more structure in the sides might help that tremendously potentially. What makes them likely to wobble like that anyway? I'm not sure what logic in the code is making that happen. Maybe the smaller cargo bay could be specialized to let you put in batterie sections and extra fuel and have it contact on both ends so you don't need struts to hold it in in flight. Or also an added empty section that can be used to contact them on both ends for stability and even potentially weight distrabution. They could have and adjustable mass and be like water filled or something. Or once you make it contact on both ends you could use fuel bays like that for fine mass adjustment! I know! the filler pod would be extendable to meet the stuff on the other side(it's unique point). and could be filled with fuels or other liquids. There could be a varient for the 3 fuel types. Mono,liquid, and rocket(liquid,oxydizer), also a new water for pure mass. It could even extend liquid capacity as it's extended. And obviously you should be able to limit that fuel ammount (evenly potentialy for rocket so you don't run out of one type) for ballast! It could be another cool option to those docking clamps(which I never thought of until I just saw that pic after writing this! 8p) The ballast version should be very thin to start and then you extend them after placing them on one side until it meats another point and connects. It should be able to get past the logic stopping you from doing this currently with long arrays of batteries etc. (Maybe it's really an inflatable shaft designed to fill up with air and liquids to look like a cylinder but with strong materials... Maybe not..) The smaller cargo bay could be slightly heavier also becuase of the extra sturcuture. Maybe a little fuel in the sides as well. I guess one could have more mass and be solid medal for stability and one set could be fuel based. The fuel one could be filled on each side with custom fuel from a dropdown. All liquid, all mono, or liquid on one side and oxidizer on the other. That would simplify it's implimentation potentially. Then the small fuel cargo could be ballast also and the solid one possibly more stable under pressure but more assured mass addition! Call them the fuel bays instead of cargo bays. (Do they count fuel as mass in this?) The one other difference in the fuel bay to the cargo bay could be the fuel bays could have solid ends. This means, again, more contact surface! That and a smaller cargo are fitted more to round fuel bays of a specific size and contactable end on both sides mean more functional fuel bay for those specific none removable cargos for missions. Maybe the Fuel bays have the adjustable cylinders built in the ends and can be adjusted with the items attached to fine tune the center of mass! Then an individual form of the ballast cylinders could exist to put in the traditional cargo bay for special uses. That would be the perfect set of Ballast tools for any use! Ballast Cylinders: "Ballast Cylinders are inflatable extendable Cylinders with extensive telescopic structures inside that can be filled with any liquid for ballast. They are connectable on both ends like a docking clamp and be used nearly anywhere. These adjustable mass bags are perfect for filling those unfilled places in your space ship where ever and whenever needed! Still under testing for further development these are used extensivily during Kerbalnaught training! They are filled with liquid(and kerbals) to simulate 0g environments(who needs those big expensive pools anyhow!). It was even originally intended to have the option to fill them kerbals for extra live crew storage and ballast during flights. But, sadly, we found kerbals didn't have enough mass. And if held long enough in live cargo storage the mass oddly shrunk over time compared to other more predictable materials. There also seems to a weird green hue to the other fuel in those ships after these missions and the kerbals became as thin as a strut and white. Such kerbals have been put in special confinement areas for further analysis. We are still studying this condition extensivley and when finished we will get back to these kerbals on their condition!" Fuel Bays: "Fuel bays are cargo bays that have a smaller door. They have a Ballast Cylinder built in on one ends of the bay that can be extended to hold in any fuels needed in the extra space they fill. These specialized cargo bays are fit to the standard for fuel and utility sized objects fit for inside mk2 sized body parts. They can hold everything you could want to esnure your trip has the needed utlities! No MK2 ship should go without one. Fuel bays come in 2 forms. "Solid" for extra structural integrity and "Fuel" for a little extra fuel in the sides and for additional extra fine adjustment of ballast that can be useful for any trip! Special nozzle and design allow the "Fuel" varient to be filled with a varriety of fuels. Currently our advanced nozzles permit monopropellent, Liquid fuel, and a feature to add Oxidizer in appropriate proportions automatically with liquid fuel for those who need it! The "Solid" varient is the same as the fuel but with less features and a little more mass. It's also a little cheaper! What more could you ask for!" I would think ballast cylinders minimum size would be the same as docking clamps or a little bigger(or more interestingly similar to the length of the telescopic mobliity devices but cylindrical!). This extra space would exist in the fuel bays and would slightly limit the length of things that can fit in it but with the added varient of fuel capacity in the ballast cylinders. But they should be the extact same length as the small and large cargo bay. And maybe to simplify the Fuel bay has one Ballast cylinder on one end and a small and large variant. If a Ballast cylinder is on one side only the other side should still have a solid wall for structral stability! This would hopefuly give it a little more strenght than the cargo bay and depict it's function a little. It would also have an inside joint for batteries on the side opposing the built in ballast cylinder. But then again if it has a ballast cylinder can be filled with any fuel it could all be the "solid" form and just use the ballast cylinder. I was thinking the extra fuel would help keep it in line with the fuel capacity per lenght/mass of the other fuel comparements. But it might not matter. These items should both go into the fuel or utility section. Extra note: Maybe the ballast cylinders can also only be filled with a single fuel type. Liquid or mono(maybe xenon gas) then it's not good for rockets but is good for extra stuff or Rapier type engines. Then it's simplified a bit. Or if desired this coud be used to add mroe variants of the devices for different mass/prices. Sorry if this is a little stream of thought and rambly. To tired to shorten it up. Added highlights and descriptions for simplification! 8)
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Make your own parts!(+basic mechanical parts)
Arugela replied to Arugela's topic in KSP1 Suggestions & Development Discussion
That is why I was thinking if they did it very basically with the tools just allowing full geomentry and let the player base build it up might help. If you making the toosl basic enough you can let people develop them so they do what they need. It's just making the tool so it can ultimately do anything anyone would want and that would be the limit of the tools use. then let the players get to work. Technically when making thorough tools the more work the programmer does the less the user can do. It tends to eliminate function focusing it on something that in the end removes stuff for the user. The only premade things that should be made would be examples put in using the tools for fun. That is also why I was thinking compilers could be designed and maybe even let the user do most of the work to tell it which way to do it(hint hint again) as to what a compiled part does. Though forcing limits based on resources could be good for playability in a game mode where it matters. Then the precompiled parts could be simplified down for computer resource means and a basic file could be kept like blueprints for use. The blueprints could be even dled seperately than the compiled items. Thought that sort of thing would be more useful with an in game economy in play. and then probably multiplayer for the ultimate use. But those are just options. That would probably be the groundwork for an MMO version of KSP! 8) not just general multiplayer. But yea any idea on this is pretty much the same thing. Just who does what part of the work. I was thinking very basic(except where absolutely needed) and let the player base do all the fun stuff(hard work) over time to build it up. Save the programmers tons of work and puts more(preferably close to if not everything) into the players side which is the point of a game anyway. That would basically be as full of crafting system before putting in the full phsyics into the crafting proccess possible. -
I think this game needs a way to make custom parts and them compile them into a single item(or leave them adjustable but maybe more resource intensive.) to make a new custom item. I'm not sure if subaseembly does this but I'm assuming it does not fully compile it.(or am I mistaken.) This combined with a full suite of basic mehcanicl parts like rods and levers and pullies and wiring even could allow you to build your own body sections and put the wiring/fuel intakes and make your own parts. This would allow a more full design capability in the game. I want to build a rotary engine for instance and use it. This could also use modes where you can take metal sheets and bend them with bending tools that are like fabricator parts(but dont leave out basic old fashioned hand tools, though those should be coverdy by full geometic tool making. Can you say hand crafted wooden plane model!!!). Round objects of different sizes(or allow you to simply increase the size/shape and other parameters) and make your own parts and compile them into single peices or large parts. With the right basic tool they could let the community do most of the work. Even put in P2P shareing and saving of parts to deal with the networking. then a large in game database could be make and people could put their stuff up to share if they wish. This could leave lots of options. Say you can select which parts become permanent and which don't in a compiled part. Then you can make a part where you can upgrade the wiring to better wireing and place it in the exace same spot or something. Certain aspects could predetermine what can and cant fit.(I would go with simple realistice means) then you could replace copper with gold or fit a bigger wire. Or maybe recompile the part if it lets you decompile it etc. Maybe that would fit as an engineers suite adding more detail like more detailed electrical with circuit design and all other mechanicl/engineering based features and possibly for a more realistic game mode for more challange(maybe part of the difficulty settings. realism and uber realism). Maybe they could add more detailed tools and construction in later and enhnace the game. 8) Then they could later do a science/pilot suite. But I can't think of what those would be. Would an engineer suite and a potential craftsman suite be any different if you make the tool fabricating part generic or thorough enough? When I say bend metal I mean take basic meterial define the shapes and shape and then even make those items you can subasemble and later use. this adds to another idea. You could allow the easy way and let a person say they want a metal item of 4x4. Or you could add metaleargy work and make them pound it out! 8p Then people could make their own fabricating tools and equipment also. Maybe the engieer sweet is teh top layer and the craftsman the lower layer of metal and wood working. Then people could do all sorts of fun things with the game. Might not be that hard to implement either. Just do it in a way that give the user the tools to do all the work but leave them the tools to do anything! You could get a whole ecology of user designes and fabricators making realistic items to put up for download and helping each other out! 8) I just hope not for real money though. That takes away the fun! But this would allow people to really have things like Jebedias engineering emporium or whatever. They could craft in game at very interesting levels and that could be as much of the game as flying. Heck you could build equipment to take into space to do stuff. I won't go into growing trees and gather metal!! 8D But then again, space exploration for rare or abundance of material is a real potential logically! I took this a little beyond my original idea for basic rods and levers but hey! 8) They could all be done later on! Heck one of those ideas could allow the making of the other without limits!
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I keep getting problems with the Tri coupler not taking on items in dual symmetry mode. Then the game gets stuck in duel symmetry mode. Then the game locks up. I just posted in a thread about this but I'm keep wondering if it might be a different issue so I made a thread. Anyone else get this. Is this a 0.9 beta issue? It's making it impossible for me to design ships as I use that alot. Particularly with my space planes. And I only make space planes. 8) Or obsurdely wierd items attempting to reproduce engines/mechanical devices I can use as real world functions for my ultimate mothership design. And those all need lots of symmetry! I think this is also happening with other connectors. It seems to be a degrading issue somehow. Is it a memory leak or some other logical error? It seems like once you try it it just gets worse. It also seems to be harder recently to get items to connect. I said memory leak only because sometimes it crashes the game in the end. Edit: I forgot. Once of the developing symptoms is it starts to not connect at all. I can get it to duel mode and look like it should connect. But once I hit left click it just connects and disconnects and goes back and never connects. It seems to be a general new problem with connections and the game lining up stuff. after I try to click like this it gets the game stuck in duel mode also sometimes, but this may be temporary. It either goes away when you click on other items a few times or I'm missing that is logic that is supposed to be there.
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I think the game needs a way to backup ship designs(autobackup preferable or the default setup with options to change) to be pulled up(game mode permitting) from previous games. I would hate to do that work and loose the ship. They can be kept in a neutral location and then loaded into that game type. That neutral location should also be easily backuped itself out of the game. Or does this exist and I missed it somehow?
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I think I have similar problems but for possibly a different reason. I've never done rescue missions. but I have killed a kerbal in sandbox mode and loaded up a ship where he was saved as the crew and then he was in my crew again. This was Jebediah so it was unmistakable which one it was. I've had the same issue with bill being put into orbit and then going back in my crew and not being in orbit anymore. I then had and still have the same symptoms by the sounds of it. It may be a bigger issue with anything that can auto yank a kerbil from a previous location. It's sounds like a more general game programming logic issue. they need to stop the game from allowing you to regain kerbals in these manners. And if they add a means to do so be able to recheck all data locations to make approprirate changes. I'm guessing they have no large scale organized software to locate all data files associated with any given action(Nvm, I'm guessing they just missed a peice of logic and are using a premade one. Same problem)? if they just place stuff into files and assume nothing will happen it won't. they need to organize all data files and add associations and the ability for any data changing action to modify and adapt to any situation through automated search functions etc. Especially via kerbil name possibly for this type of problem. It's not hard. It's just like a sheet with pull downs will all associated files that can be used and the name of the functions etc that can use them. Could make a good gui for going over development logic. (and obviously the game needs to check those data spots and deny actions and other things appropriately.) BTW, organizing a tool like that is the best way to go over the overall logic of the software you're writing. You can see how many points you have to keep track of and the complete array and most complex type of logic being used as functions are changed/added. If you can maintain and stay on top that tool and the game logic you can program any part of it easily as you keep up with and understand what the changes you make do. Also makes it easy to modify faster if needed as you have the tool made. Should always have full knowledge of what the games total infafstructure is from a logical or mathematical/geometric standpoint. Or do they already have that type of development tool. It sounded like they were loosly just dumping into files. I don't know what common tools are like anymore. I'm linux btw so it's not just windows.
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I've actually found I have a slight twist to the left(very slight. Not like a wing is missing on one side.). Maybe placeing the structural air vents without geometry considerations has them slightly off. I found out I had bottoms wings with a differnt lift factor than the middle and top ones. I corrected this with elevators. now I have to find the source of the twisting. I don't neccesarily see it when flying but I can see it in the model in the hanger. the one side of the lift is not identical to the other side on the mass ball when lined up.
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I have planes designed with Rapier engines to get into orbit and hopefully beyone. My main issue is a weird problem I haven't discerened about lifet to center of mass. I always end up lining up the life to the center of mass so that they are basicallly perfectly aligned. but the mass is always a little above or below. This causes problems with getting proper flight controls. I always do a loop de loop test and it usually shows in that right after take off. The reason this matters is that I am doing high orbit long jet runs and it and reentry need very good aerodynamics to help control in weird situation. I've noticed, I think, that the best way to deal with anomolies is to getperfect alignment and then try to control the plane. Could be wrong but this is my current line of thought. My question is how do I control teh center of mass or lift up and down. I use those forward facing wings but I can't place enough to get it down or up enough for my needs usually. What are the most efficient ways to adjust this up or down to alling completely. I'm using many wings on a plane(usually 12-25) each with 2 elevators in groups of 3(1 bottom 1 middle 1 top) all aligned. I need to find out how to fine tune this. This is an example pic of a prototype for the planes I'm designing.
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I know this is on the list of things they won't implement or something. But I did figure a way to do it. You treat all warping as an instance. The If you warp ahead you do so and it sets what you did as an automatic thing in the game. others can see it and impact it and you can check it to make sure it's not affect in a bad way. It basically just sets it out ahead of time and puts in back in the game. then when done it's set up to happen like any other predetermined process. if it's affected it's can treat it like a flight plan and try to get back on schedule or it can be stopped. Basically treat it like an instanced add meneurver. but you leave the instance afterwords. It's a mode basically. After words it safed in a minimal form as a flight path and the computer tries to carry it out. If something stops it from being able to be carried out(fuel etc) you can be notified by message. Or you can be notified by message if you have the tech that would send such messages. Else you have to watch it.Then it's like everything else you leave in space floating around. Very simple!! 8) If you need to go back to it you simply go back to the ship in real time or you reinstance to redo it and leave the comp to run it out. So how would that work? any major flaws in the idea?
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The aurora orbiter drone!(not real life ship)
Arugela posted a topic in KSP1 The Spacecraft Exchange
I've been working on a space plane I call the Aurora! It's is designed to see how far I can get out of orbit and explore the solar system virtually unaided. Or at least with out having rockets and throw away parts. It is currently an MK2 drone plane with stock 12 wing configuration, weighing 21.3t, using 2 R.A.P.I.E.R. engines, electric based maneuvering and control systems, a communitron 88-88, Solar panels, and several 1k battery arrays for extra energy, and parachutes for fuelless landings. it has a virtually permanent back end with a front end made for easy modding. Mearly modify front section for functio and rebalance the mass to lift back to center. As weight is added wings can be added to move the lift forward if needed. MAke sure th front endge of all wings are alligned in each section though as it might throw off balance of the plane(I could be mistaken though). Some things may need to be improved with aerodynamics as I'm not that knowledgable but it's pretty good as far as I can tell for now. Consider this the base model or a late test model. There are lots of earlier version testing out ideas and learning the game(I recently got it) but this one pretty much embodies the point. There could be problems with weight to mass though as it is scalled up. I'm not familiar with the forumulas for that. It can be modded to add more engines fairly easily though. I recomend putting the same fuel engine config with struts and fuel lines back to the main body unless more rocket fuel is desired for travel in place of pure liquid or as a Mass distrubutor. The fuel lines ensured that the rear fuel is used first and it accessible at all times. The rear(with 2 engines) has 300 liquid fuel to give you time to get in the upper atmosphere and gain as much speed as possible before punching the R.A.P.I.E.R. engines into rocket mode.(Earlier test models were all Super Jet with possible smaller side rockets as the tests proceded.) I finally settled on the R.A.P.I.E.R. when I finally figured out what they were! 8p They were also more efficient in jet mode for what I was doing. So enjoy!(AT least once I figure out how to share the file for the ship. Can someone tell me how to do that. Can it be done on the forum or do I need to use something like Curse and link it? Note: This ship is designed from stock parts and designed with the idea of not having any unrealistically clipped or stacked items making it as realistic as possible from the games perepective. I think the elevators clip at a few points but those can be adjusted. I was just to lazy to do it. If there are any other oddly placed items it is accidental and I missed them.