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Everything posted by Salvator
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This doesn't seem to be the case, I see no correlation between speed and thrust. Or better to say there is a correlation, but a different one than you're speaking about. For example the Kitty: the thrust grows during takeoff up to the max kN, but as soon asi the speed reaches cca 170 m/s the thrust drops so that i can't fly faster than that. But if i start to pitch up from the level flight the thrust grows as if the engine tried to maintain the same speed in vertical flight. Such behaviour doesn't really make sense and it doesn't seem to match the behaviout you're describing, does it?
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Hey, could anyone explain to me, how do the turboprop engines work? The Kitty only achieves max thrust on takeoff and in vertical flight, in level flight the thrust falls to 8.5 kN. The Predator behaves even more weird: in level flight the thrust rises above 15 kN during takeoff and then falls back to the aforementiones level. When pitching up the thrust rises, but once vertical, the thrust starts falling to some 15 kN. It should be capabale of 80 kN. Why do these engines behave like that?
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I'm not sure gravity is the reason. The green reticles are this low no matter if i place the guns on the lower or upper part of the hull. But if i offset the guns inside of the hull, the reticles suddenly move up. Which doesn't make sense, because the green reticles move up even if i place the guns on the upper part of the hull and then i offset them down to the center of the hull. And no, the yellow reticle is from Mouse Aim Flight so ideally the guns should point in the center of the yellow reticle, as that's where the centre of the plane points and where the plane flies.
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Hey, guys, I would like to ask you for advice with alignment. I would expect, that placing the guns on the fuselage with snapping on would place them perfectly in line with it and the cockpit, pointing directly forward. But it doesn't, instead the guns aim a bit lower, which doesn't make sense to me. Is there anything I'm missing out?
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@neistridlar Thank you very much! But honestly, from the looks of it, I wouldn't guess this design to be a sucessfull SSTO :D. Not very... sleek.
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Oh my. This mod is really what could finally get my SSTO's in orbit without cheating. So far I've managed to do it once, probably only by mistake :D. Guys, would you mind to share pictures of flight envelopes of your successfull SSTO design's?
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Oh yeah, no need for that in the end. I'm just an idiot, the versions don't match after all, I'm really sorry for the bother. I should do these things tired after work...
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Hi, I tried to add this mod, but even though my KSP is 1.3.1 and i downloaded SXT for 1.3.1, KSP it says the version is unsupported and KSP crashes when loading ends. Does anyone know what might be the problem?
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[1.4.3 v 1.2.3] SM_Stryker BDA 1.22
Salvator replied to SpannerMonkey(smce)'s topic in KSP1 Mod Releases
Hi, so i checked the BDAcUniversalAmmoBox.cfg and it says exactly 7.92x57mmMauser. So i guess this isn't the problem -
[1.4.3 v 1.2.3] SM_Stryker BDA 1.22
Salvator replied to SpannerMonkey(smce)'s topic in KSP1 Mod Releases
Oh I see. Ok, as I said, I'll check that when I get home and let me know if You find out anything. Thanks a lot mate -
[1.4.3 v 1.2.3] SM_Stryker BDA 1.22
Salvator replied to SpannerMonkey(smce)'s topic in KSP1 Mod Releases
I'll check that when i get home, but now as you talk about it I think i recall, that after configuring the universal ammo box it doesn't say "7.92x57mmMauser" but something along the lines of "7.92mau". But I'm not sure how that could fix even a part of the problem... -
[1.4.3 v 1.2.3] SM_Stryker BDA 1.22
Salvator replied to SpannerMonkey(smce)'s topic in KSP1 Mod Releases
Yes i did that. I have an up to date version of firespitter and I removed and reinstalled BDArmory when i found out i have an old version of BDA. Oh and by the way, not all guns that have their own ammo work well. I tried the howitzer, that one was fine, but the ST-GSh 23mm (didn't try the pod version) sometimes suddenly works, usually first time i pull the trigger, but the next time it doesn't. The same happened when i tried the ST-SUU. -
[1.4.3 v 1.2.3] SM_Stryker BDA 1.22
Salvator replied to SpannerMonkey(smce)'s topic in KSP1 Mod Releases
However it still doesn't work even if i add a universal ammo box on the vessel. -
[1.4.3 v 1.2.3] SM_Stryker BDA 1.22
Salvator replied to SpannerMonkey(smce)'s topic in KSP1 Mod Releases
Ok, I'm an idiot, I just had an old version of BDArmory. Sorry for the bother. -
[1.4.3 v 1.2.3] SM_Stryker BDA 1.22
Salvator replied to SpannerMonkey(smce)'s topic in KSP1 Mod Releases
Oh, so that's the problem. I have no universal ammo box in BDArmory, only 20mm, 30mm, .50 cal and cannon. And honestly I've never seen it. -
[1.4.3 v 1.2.3] SM_Stryker BDA 1.22
Salvator replied to SpannerMonkey(smce)'s topic in KSP1 Mod Releases
Dear Sir, this is an exquisite mod. I loved it back then and I love it even more after You picked it up. However I need some help. I can't find ammo for the guns, that don't come with it already. So I can use for example both the Hispano-Suiza, but not the ST-MG 10 and 17 and others. The mod seems to be installed correctly, everything else is there. I checked this whole thread but found no info on that. And when using your engines, i get sound only on start, after that they're completely silent. Can somebody help, please? -
Hi, everyone. So the other day i was wondering - is there an easy way to place landing gears from this mod that i just simply missed, or is it supposed to be so... errr... let's say challenging?
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Hello. Sorry for being off-topic, but I'm looking for a part I used to have and I really don't know where else to ask. But this is a plane related mod, so it kinda makes sense to ask here. I used to have a mod which added a landing gear. It lowered in the same fashion as the fighter landing gear from Firespitter does: But it looked exactly or almost exactly in style or design like the landing gears added by BahamutoD's adjustable landing gear: I had it in KSP 1.2.2 but i can't run it because I'm getting the "mono.dll caused an Access Violation" crash, so i can't look into the game. But neither of the two mentioned mods is in the GameData folder (save for firespitter.dll) of the 1.2.2 version. Would you know, which mod adds this type of landing gear?
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And then some more kitsch
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Today i mostly admired the beautiful cheesiness and cheesy beautifulness of Kerbin's mountain ranges. And i think i might have accidentally launched a human male reproductive organ... An uncircumcised one, apparently.
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Yeah, honestly, I think a Mk3 helicopter cockpit would be a bit ridiculous. All I starve for is a nice, Mk1 two seat tandem copter cockpit. Help me, blackheart612, you're my only hope.
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Hi. Try the SM_Stryker Stryker's Aerospace and Armory. Kottabos reviewed it in february this year. It had 3 radially attached cockpits back at the time. I'm not sure however, how will these cockpits fit your replica needs. It also adds several cockpits with an attachment point for a backspine should you want to make a MiG - 21 replica and so on. @blackheart612 A few months back you said you're planning to work on a two seat tandem helicopter cockpit in the future. I was curious whether there are some news about that. So far the only mod with such a cockpit would be Firespitter, however it looks too much like an Apache, it has no IVA and honestly i find it just plain ugly.
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[1.2.2 & 1.3 & 1.4 & 1.5] Kerbin-Side continued 1.4.5 [05.11.2018]
Salvator replied to Ger_space's topic in KSP1 Mod Releases
I have a similar problem. I installed the mod, went to the tracking station and for a few moments the CommNet worked, then it stopped. Unfortunately launching a new vessel didn't work for me :(. And what was strange - the sky went totally black. The ground was lighted, i could see the Mun and Kerbol in the sky, but it was pitch black. I use EVE with para-sci high performance pack.