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XB-70A

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Everything posted by XB-70A

  1. Rune, I got a small problem with your Mk VI Ring Station (excellent by the way). The Kickback and Thumper boosters start burning at the launch, pretty strange as there is no fuel in them, but the BACC won't stop at all, they keep burning all the time. What can explain this ?
  2. *Annoying douch mod ON* Actually the most distinctive external difference between the Mil Mi-8 and its descendant is the tail rotor position, right starboard on the Ol' 8 and port on the 17, just as we can see on the first post picture. So we actually got a Mil Mi-8 here. *Annoying douch mod OFF* Anyway its a nice looking beast you give to us here.
  3. Could seems stupid, but to me I would like to find two mods in default games : Stock Clamshell Fairings, and of course still leaving the choice to the players if they want true clamshell or confettis, and... TweakScale. I know it places the question about the hard work developpers had make, making available all these parts, but since the beginning I can't stand with the X-200 fuel tanks familly, to me it just looks like recycled heavy barrels and used multiples Jumbos or tweakscale S3s or even FL-Ts instead just to get a better looking creation while staying in a stockalike and low parts way of playing.
  4. Affirm, It's like this with the official release, I got the same message at loading with 1.0.2 (logic) but it was running perfectly. For 1.0.5, use the link provided by "CrazyESP" : It runs well for me on this version.
  5. Looking at your KerbalX library, and you also made an ADFX-01 ! Buddy, I knew you were alive !
  6. Impressive achievement! I wanted a long time ago to attempt an Uragan, but the recovery of multiple self-propelled boosters was too complicated on KSP. If only they would have gone back independently to the center or if we could remote control them from the main launcher.
  7. Fear of disappointing I have hesitated a long time to participate in this topic... but afterall let's have a start. Sleg XC-70 Comet : My first SSTO ever. Ridiculous MTOW, just like the payload and unstabble as hell. Sleg Osiris Mk I : Unpowered. Only use was for crew transfert to a max 250 km circular orbit. Sleg Osiris Mk II : More reliable and polyvalent. Sleg Osiris Mk III : Much More efficient and capable. Sleg Diane Mk I : Fully recoverable SSTO for injections from 120 to 200 km circular orbit. Payload max mass : 20 tons. Sleg Raven Mk I : Not really an SSTO, better used as a TSTO. All depends of the payload you want to place in LKO. For a low one : SRBs are ignited just before the rotation or the first seconds of the initial climb (just as RATOs and JATOs were used with the P5Ms) and kept on the wings for all the flight duration, for a medium SRBs are ignited during the take-off run then ejected, and for a heavy one they are ignited at we release the brakes, the aerospike engine has to be ignited at the boosters separation (a good Kerbal way of thinking and using an aerospike as the SRB will be release between 10/12000 m) Sleg Vulture Mk I : Aptly named. Originally dedicated to recover the crews from space stations, trapped into orbit after a tragic accident... finally perfect to play the role of a large school bus and / or a massiv fuel truck. A Raven has a lil' rendez-vous with a bird of prey. Sleg Untitled Spacecr*p : Finally upgraded to 1.0.5 and was annoyed to start again from the sea level... used to create this... thing to give me all the "first" I need for the budget. Here over Kerbin north pole. End of the bad good (or good bad?) ideas catalog.
  8. Perfect to annihilate some clanners.
  9. There will be not enough word to describe how dumb and stupid I'm feeling right now... It runs prefectly now and it seems to take less FPS btw. Thank you for the Beta link!
  10. Thanks to you both. I tried with a new clean installation but this blank texture is still here. Pretty strange cause I used to fly a lot on Columbia with this add on 1.0.2 and it was a true wonder and a pleasure to ride on. As explained on the first page I downloaded and installed 1.0.5 patch, sole problem was that the orbiter fuselage wasn't availlable in the game simply cause the patch name the way to the model as " model = Space_Shuttle/Parts/Orbiter" so I just edit it to find the correct way in the proper folder called OnePiece as "model = Space_Shuttle/Parts/OnePiece/Orbiter". I don't know if it could be related but my old horse is now more than tired and I asked myself if this texture problem could not comes from the graph' card, I already got many problems some years ago with Il-2 Sturmovik 1946 and can't run it correctly without ugly graphic problems and it was a 2006-7 simulator (!), and it wasn't the kind of simulator where you need a numerical beast to play...
  11. Hi guys, I finally jump from 1.0.2 to 1.0.5 on the last week and the result was... irritating, at least. But after some hours of inner rage worthy of a heavy metal video nearly all has been solved, apart with the Shuttle. The fuselage got like a blank texture : Every other parts are running well, so its the now famous Orbiter.cfg which seems to be the problem. I use to edit it a bit in the asset parameters to get the fuselage in the parts library : PART { // --- general parameters --- name = STSOrbiter module = Part author = Mike_NZ //Rocket2guns // --- asset parameters --- MODEL { model = Space_Shuttle/Parts/OnePiece/Orbiter scale = 1.0, 1.0, 1.0 } scale = 1.0 rescaleFactor = 1.0 Did I make something wrong that could explain this texture bug ?
  12. The use of the P&W 'oil-spewer' makes me think about all these modified T-6s use in the movies of the last seventy years to take over the Type 0, B5N/6N, D3A or even Kurt Tank's wonder, until it has a radial. It's an excellent looking model anyway.
  13. Probably the most horrible and shurely stupid (and funny?) experience I got was during a classical rescue flight on the Mun, descent was as usual until my main engine "blows out" the Mk1-2 of the poor guy waiting for help... which lands back on him seconds after...
  14. Thank you guys and please forgive me about the delay. In facts I use to start this project with the stock wings sections, there only was a similar problem with about 5 or 6 panels non-welded ar the first run but it was easy to fix them afterall (by the way, it could be cool to have a mod to test the wings flex directly in the Hangar instead of waiting for load and be deceived on the runway). Sole default, but not a little one, was the high number of parts it gives to the craft, around 180, too many for my piece of cr*p/dedicated computer. At this time Procedural Wings seems to be the sole way to built this replica of the Star-Raker. I think I should wait to get a better platform before continuing this project, and will go back to some crazy looking medium and heavy S/TSTOs like those old ones :
  15. I tried your interesting mast technic and the result was the same again, but while in the SPH I found an interesting fact : It seems like the wings do not fit to the main fuselage.
  16. Thank you guys, but as wrote upper I already place a really high number of struts (cancelling by the way the interest that B9 Procedural Parts gave me : having the less parts as possible). It even became worst after the struts were put on, giving some kind of an "accordion effect" to the wings. Thank you for taking the time to answer, but KJR is already a part of my installed mods. I should try to rebuild the wings making a speed run at each new parts installed.
  17. Hi to everyone, I fell back some weeks ago into the terrible SSTO and TSTO dimension. Everything was pretty funny making some 100 to 150 tons flying bricks able to reach and maintain a 200 km circular orbit until I tried to realise some kind of an ugly clone of Rockwell 1970's project know as Star-Raker using nose and fuselage parts from OPT Space Planes. Due to the high number of wings parts it would require and computer performances reasons I used the B9 Aerospace Procedural Parts mod to the make wings. Each wings is made of 7 parts, counting the mobile surfaces. So the time was to start some high speed runs and rotations and here comes the problem, the craft spread its wings as soon as the lift is sufficient as you can see and I I still haven't find a way to fix the main wings section to the fuselage : At first the forward wing section with high leading edge was independant of the second delta but it was also unstable and start to shake quicky and dangerously but the most important section (2nd and 3rd deltas) were stables and well fixed to the fuselage. Then I tried to joint the 2nd delta to the 1st and now the result is worst. I also tried to install a massive number of those ugly strut connector and here again nothing positiv happen, its even worst with the struts "pushing" the wings out of the fuselage section. So, is there a way or maybe a mod to "weld" those wings to the fuselage ? Thanks to all of you by advance.
  18. It works! Thank you guys, you're a no-life savers, strongly to test these awesome items. Now it seems so obvious that I wonder how could I be so stupid... Again thanks to you both.
  19. You should be right, the fact is I can't remember if I download a CTT or using the original instead (have stopped to play KSP for nearly a year)... Reading to Survivabilty Pack CTT.cfg it said we need "enhancedSurvivability" to unlock all the parts but I don't find it in my Tech Tree cfg. Pretty strange ?
  20. It was one of the first step I make after having this 'problem' (having issues with it by the past), but all the nodes are unlocked. It is in career mod, but after creating a sandbox all your items were here indeed... I should have create one before. As answered to goldenpsp all my nodes are unlocked, is there a solution to got the Survivability Pack in the career ?
  21. Aye aye Sir! I also take one of the U.S.I. folder. Hope it will help.
  22. Hi everyone, I got some kind of a problem with the Survivability Pack. Having enough to unnecessarily spoil my resources along rescues or recovery in orbit contracts I created a launcher totaly recoverable, the result is a kind of hideous mix between Atlas V and Falcon 9... the trouble comes from that each landing tries of the main stage ended in a failure, and always the same : the landing is between 0.5 to 1.5 m/s but (unless the surface is perfectly flat) once on the ground the stage always shifts to side of the slope... first try was with two pairs of large landing legs and then up to eight but none of them ensure an adequate stability . Suffice to say that the Umbra Space airbags were a true blessing for me when I discovered them yesterday. I downloaded and installed version 0.3.1 at many times but none of the items appear in the selection window. How could this be explained ? I also use the Warp Drive from USI since a while and it works perfectly. I still play with 1.0.2. Thank you in advance
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