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Salvator

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Everything posted by Salvator

  1. @V8jester TY very much, i'll try. I was a bit puzzled, because i haven't ecountered such problems when building VTOLs with multiple jet engines, nor using the Huey rotor from K.A.X. in twin configuration. Maybe it has something to do with the excessive power of Sea Gull rotors...
  2. Please, i need help. Why the hell this thing flips? At 50% throttle is everything okay. At any higher throttle the nose goes uncontrollably up. The reaction wheels don't help. The centre of mass doesn't move from it's place. I don't understand. I had a similar problem with a helicopter with only one Sea Gull rotor.
  3. Hi everyone. I was wondering if there's a mod that would allow you to create custom vessel groups in the tracking station in the same manner you can create custom groups of parts in VAB and SPH. The number of communication satellites is too damn high and it would be great to be able to filter them, or vice versa: filter the rest of the unmanned vessels.
  4. @String Witch Thanks, i know about that, but it's not exactly my style. For now i'll go with the Meadowlark from SXT and the Osprey from Fantomworks KAX extension, although neither is perfect.
  5. Today i designed and succesfully flew my second VTOL ever, this time i used the jump jet engines, that come with K.A.X. And because this is getting fun i had to get the K.R.X. mod and make myself a helicopter! I have to say, that the helicopter is not so clumsy to fly than the VTOLs are. Controls are much more responsive and the engine spool up/down times are shorter. Still looking for a mod with good helicopter cockpits though. And i made myself two more wannabe wallpapers.
  6. My god. This looks so great that i really pity having only 4 GB RAM. My KSP is already crashing from time to time from RAM insufficiency. Well i guess i'll have to buy some RAM and make use of the 64bit version...
  7. Well, today i almost head a heart attack... I succesfully tested my first working VTOL: And took a cheesy screenshot using Temperatures Overlay and then turned it into a wallpaper:
  8. Omg i love this! KAX is great, but i needed some huge ass rotor and the coaxial rotor so bad! Thank you so much.
  9. This is a great mod! Do you by any chance plan to work on cockpits in the future? I personally miss a mod with some two seater cockpits. Both side-by-side and tandem, both for planes and helicopters. That would be awesome.
  10. Pity, but thanks for the answer. I'll just avoid using tank butts I think... Does this happen with other engines too? The Poodle for example was okay for me so far.
  11. Another day, another problem. The LV-N tank butt fails to load on quickload. What can I do about it?
  12. Oh, I'll check it better, then. But you got that wrong :). "Australis" is latin for "southern", so aurora australis is just aurora on the south pole :). The thing is, that an aurora are charged particles from the solar wind, that get sucked into the atmosphere by planet's magnetosphere. Kerbin has both atmosphere and magnetosphere and its axis is not tilted, so i think the auroras should appear simultaneously on both poles. Who knows, maybe there should be auroras on Laythe too... Some more atmospheric effects would be great
  13. Hey, great work, thank you very much it looks fantastic. Just a few questions: - I'm not getting the volumetric clouds, only a thin layer of high altitude ones. Is it because of EVE not being up to date? - The aurora borealis looks great, but shouldn't be there also an aurora australis? - There used to be lightnings in Astronomers Visual Pack, any chance we could look forward to these in SVE?
  14. Thanks a lot, it worked. Although it was a hell of a job since i use RemoteTech...
  15. Please, help. After updating KSP and this mod to 1.1.3 many of my solar panels are in a bad angle, most often they're 90 and 180 degrees rotated. How can i fix this?
  16. So I'm having trouble with missing parts. On a massive scale. In sandbox mode the fuel tab contains basically only mk2 and mk3 parts. My pods tab contains no unmanned pods except the mk2 etc... Basically it seems, that KSP fails to load any part changed by Ven's stock revamp. When i delete it, all parts reappear. Problem is, my save contains some non-vanilla parts from this mode, so KSP fails to load the whole vessel, when VSR is missing. Can someone help or give me directions to a relevant part of this thread, please?
  17. So i've been trying to fix the bug, where you can't send science processed in the lab back to Kerbin due to RT and i ran into a similar problem. Versions 1.6.10 and .11 don't work for me, they are nonexistent for KSP as if it failed to load on the start of the game. Can someone help, please?
  18. Hello! First let me tell you i love your mod! Some cool landers and dropship-like ships can be made with it too. But one thing i couldn't find in this thread: are the ports compatible? Can I dock a ship with with stock 1,25 m Clamp-O-Tron docking port to a ship with the K&K Gangway Docking-Port? They have the same dimeter...
  19. Hi, that's exactly what i had in mind i just wasn't sure about the class change. Thank's for reassuring, I'll start working on it right away
  20. Would a little workaround do? Mining reduces size of the asteroids, right? So why not mine a class D asteroid for ore, maybe even process some of it to fuel if needed, dump the rest of the ore and eject the asteroid out of the system when it is small enough to handle it with a cheaper ship? Ofc i'm not sure if this could work as the classification of the asteroid would change i suppose...
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