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volcanicshrimp

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Everything posted by volcanicshrimp

  1. Does the plane AI use bombs? And if it does, would it open a "bomb bay" (cargo bay) to let the bombs out of the plane? I would love to have an AI bomber trying to bomb my armoured cars or stuff like that but I doubt the AI would be clever enough to open the bomb bay. It would also be cool if the guard AI could move an IR (missile?) turret but that would probably be really hard to code.
  2. mainly the crew capability of the cockpits etc. but I guess if they're later in the tech tree they might be balanced (I use sandbox almost all of the time)
  3. This mod isn't showing up on CKAN for me. Has it not been updated on CKAN or is something else wrong?
  4. When I try to install AJE from CKAN it comes up with both solver engines and animate emissives as dependencies but when it tries to install them they conflict with each other, preventing me from installing AJE or any other mods that I'm trying to install at the same time.
  5. eva parachutes and menu stabilizer aren't letting me install them using CKAN and instead come up with "could not establish trust relationship for the SSL/TLS secure channel".
  6. Maybe they just used a giant heater instead of a combustion chamber
  7. The electric "turbofan" is a bit unrealistic; real turbofans are basically jet engines where the front fan is a bit wider than the rest of the engine and pushes some air around the jet engine like a propeller. The in game engine doesn't show this in its texture and from the description and a realistic point of view it seems to be more like the outside of a jet engine with a ducted fan stuffed inside, which wouldn't produce the amount of thrust that this engine does AFAIK.
  8. the mini vectors still use the "air powered rocket" pre 1.0 engine mechanics, which might be why they are so overpowered. Idk, I'm not a mod maker! EDIT: The changelog says something about atmosphere curves being added to it so maybe I don't have the latest version (I got it from CKAN)
  9. I love this mod but some parts seem a bit unbalanced for example the hypersonic cockpit being able to carry 3 crew when the slightly larger stock cockpit can only carry 2 crew. I would also like it if the hypersonic cockpit looked even more pointy but that's just my opinion.
  10. This mod takes ages to load for me. Some textures (if that's what they are) take about 5-10 seconds to load. None of the other textures (if that's what they are) that I have on my 25 mod ksp install take much more than a second.
  11. a fighter cockpit with a fighter wing attached causes Kerbin to disappear when it is launched. This persists after reverting the flight and even affects the main space centre view. The fighter cockpit by itself does not cause this bug which leads me to think the yellow tipped wing is to blame. I don't think firespitter likes me (this is the third bug firespitter has come up with for me after the water transport system blowing up my ship and a mystery 100 units of liquid fuel appearing in battery fuselages)
  12. I had this problem with a plane I made. It was meant to have small miniplanes that were dropped from it but this problem meant that the miniplanes' fuel was being sucked out, messing up their CoMs and stopping them from being able to fly.
  13. I made a "helitub" using infernal robotics: mods: infernal robotics, infernal robotics model rework (core) It feels so underwhelming compared to everything else on this thread but I'm proud of it anyway
  14. Oops, didn't read the bug thread properly. It's annoying because I can't use FTT which means that I can't work on my nuclear powered honeybadger gyrodyne or my derpy fan powered rocket
  15. Would it be possible to make this mod auto-trim itself? There are 3 "parts" which I would like to trim: the vertical speed (so that the set point is the speed it is actually going), the horizontal velocity autopilot (so that the craft doesn't rock back and forth) and the engines (so that it would take into account the time that jet engines etc. take to change throttle, stopping it from moving up and down). My idea for the vertical speed is that it would compare the set point and the actual speed then either change the set point it is using in its calculations or increase/decrease the speed as required. For the other 2 it would work out how long the craft takes to react to input and use that to decide when and how much to change the throttle/pitch/yaw/roll. I don't know whether this is possible or easy to code but it is something that I would like to see in all autopilot type things.
  16. How do I edit a thread? I can't work out how to move this thread to the unmodded installs support forum or change my roll bug thread to solved. sorry about having 2 posts with questions in a row.
  17. How do I know what version they are? I have 6 versions of it around my KSP install which are all called KSPAPIExtensions.dll and the only place I can find a version number is the folder the CKAN version came in (1.7.2) I'll try replacing the version in smart parts with the CKAN version and see if that works. - - - Updated - - - Didn't work! I did notice a second gap at the top of the menu though - probably the staging/action group slider someone mentioned earlier in the thread. Another thing that I noticed is a post further back that says that KAE version 1.7.4 is needed for smart parts. I'll see if I can find that to replace it with. - - - Updated again - - - Also didn't work!
  18. shouldn't this just make it hard to control rather than making it yaw?
  19. When I right click the altimeter the right click menu is missing anything to do with action groups and has a gap in the middle. After looking at posts a few pages back I installed KAE (from CKAN) but it still doesn't work. Any suggestions?
  20. I've made a VTOL plane which uses the fan wings (are they meant to still be called fan wings? I thought they were renamed) and it pitches backwards when it is flying using VTOL. The CoT is supposedly in the same place as the CoM but 4 RCS jet thrusters (2 in front of the wing engines and 2 behind) can't keep it balanced. This is happening at launch when it has pretty much full fuel, most of which is at the back.
  21. When this plane reaches about 100-150 m/s, it starts yawing to the left or right for no apparent reason. The plane is all stock parts placed using mirror symmetry and doesn't have any weird control surface alignment that I know of. The only non-symmetrical thing is the ladder! KSP AVC Mod list: KSP: 1.0.2 (Win32) - Unity: 4.6.4f1 - OS: Windows 7 Service Pack 1 (6.1.7601) 64bit USI Tools - 0.4.1 Chatterer - 0.9.1.86 Editor Extensions - 2.7 Firespitter - 7.1.3 Flight Manager for Reusable Stages [FMRS] - 1.0 RasterPropMonitor - 0.19.3 kOS - 0.17.2 KSP-AVC Plugin - 1.1.5 Infernal Robots - 0.21.2 Final Frontier - 0.8.2.1285 Pilot Assistant - 1.9.3 QuickExit - 1.3 QuickMute - 1.0.4 QuickSearch - 1.1.2 RCS Sounds - 4.3 RealChute - 1.3.2.3 SCANsat - 1.1.2 ShipManifest - 4.2.1.1 SmartStage - 2.6.1 TextureReplacer - 2.4.4 ThrottleControlledAvionics - 2.2.1 TweakScale - 2.1 USI Alcubierre Drive - 0.2.1
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