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XOC2008

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Everything posted by XOC2008

  1. @TMasterson5 I make use of that tailhook but I was wondering for myself if there was a way to keep the deploy animation while getting rid of the airbrake function. Would I just put in animategeneric in the place of the airbrake module? (I have a copy of those arrestor cables from above and I want to try and see if I can make said hook work with those. I like the modeling on the BHI hook better than the other.)
  2. Thanks to the twin afterburner engine my FA-18 flies like a dream.
  3. Well the latest update for Firespitter is 7.4.1 for 1.2
  4. Sounds like you have an issue with a mod conflict. The engine functions correctly in my game and I'm wondering if you have the latest firespitter.
  5. Just saying it's a notorious KSP bug and there's not much to do about it. You can use Airpark on the ship and it should keep it grounded. Otherwise your option is pretty much wait for the 1.2 version. I have several installs, a clean 1.2, a modded 1.2, and a 1.1.3 and 1.0.5 for older things I can't give up on just yet.
  6. Yes, wait for the 1.2 version.
  7. Oh yeah, that's the stuff right there!
  8. Woot! Looking forward to it! (And I have just confirmed I am not good at carrier landings so all the plane storage will be helpful for having plenty of vict--er uh I mean pilots on hand.)
  9. 50 or more will be good for practicing carrier launch and landings. (Although I'm getting better with landing using MAF, even more than with a stick.)
  10. I think Eskandare was working on putting the Hangar module in his carrier too. This is gonna be awesome. Spawning them on these carriers instead of moving them into place will be WAY better.
  11. New afterburner is nice, but with throttle at 0 (in AB mode) is it supposed to still apply thrust? If so great, if not it's a tiny but not really inconvenient bug.
  12. @Eskandare I'm having this issue too. Everything worked fine out of the gate but the engines behave strangely now. When I throttle up they break free and flip forwards, then dance around when I steer p/s. As far as I know I only have 1.2 mods in this install, and very few at that.
  13. There isn't in this pack but Fengist is working on such a system for his Maritime pack, there is a hook available in Blue Hawk Industries, and there are arrestor wires in an older mod, InfiniteDice's boat parts.
  14. Sounds like a lot of work on your end. Sucks that it looks like you might have to redo it all.
  15. Really? I haven't updated MTA recently and only knew there was an SU-27. *goes and grabs for the 34!* @TMasterson5 Just downloaded the v1 update and I don't see an SU-34 cockpit in there. Am I missing something?
  16. Hmmm.. is that an AH-1 type intake there I spy? (Also, suggestion time? SU-34 cockpit. )
  17. @pingopete Forum thread: 1.1.3 Github: https://github.com/PapaJoesSoup/VesselMover/releases 1.1.3 Spacedock: http://spacedock.info/mod/860/VesselMover
  18. Any new updates? I dig that Super Tucano, and the pics have me aching to build it!
  19. Also, while some might look good, they aren't all good at flying. About a third are "museum pieces" if anything!
  20. I would but I mess with a lot of cfg files. Tweakscaled cockpits, adjusted engines for more balanced performance.. I'd have to compile and zip all the modified files just for a few planes. Ill try and make some stripped down versions in the future.
  21. The 21i is a full delta testbed, isn't it? Oh that's quite lovely.
  22. I THINK only MTA for the Flanker cockpits, and the F-1 or whatever it is on the T-50.
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