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KSP2 Release Notes
Everything posted by Fireheart318
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What did you do on your first KSP Flight?
Fireheart318 replied to blimpsnack's topic in KSP1 Discussion
My very first launch? I tried to make a plane and had no idea what I was doing. I spammed keys until something happened. It took me several days to realize I needed air intakes... -
Devs and people who actually know what they're doing with mods, you know what to do! I want to point out the part where you mentioned parts in stock. IIrc, there used to be some sort of "in stock" system that never really went anywhere and eventually disappeared. I'd like to see that come back, as well as have everything else you said.
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Is there a mod that adds fairings that fit on Mk0/0.625m parts? And no, Tweakscale doesn't work on fairings.
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I'm trying to give kerbals flight powers. Yeah. I've found the file that controls kerbals, it's in the Squad parts folder under "Prebuilt" for those wondering, and I've given them the "ModuleResourceIntake" module and set it to "EVA Propellant' instead of "IntakeAir", using the "miniIntake" .cfg as a template. It hasn't worked. Could someone give me advice on how to actually give kerbals air intakes? I also want to know how to use the EVA pack with the parachute deployed, if that's even a thing that can be done without absurd levels of coding knowledge that I just don't have.
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[1.9+] Thor Tech v0.9.6.8 ~ [Aug 07, 2020]
Fireheart318 replied to JadeOfMaar's topic in KSP1 Mod Releases
Also also also, the Warpjet engines cause the horizon to explode backwards when they run out of burst charge. Pretty cool but not on an engine. Also also also also, I did everything until the actual typing without touching the keyboard, including the copy-paste -
[1.9+] Thor Tech v0.9.6.8 ~ [Aug 07, 2020]
Fireheart318 replied to JadeOfMaar's topic in KSP1 Mod Releases
How do you check thrust torque? Also, I'm not asking that you change the current Mk2 SHIEDLNIR. It should be a new part, as asymmetric parts have a lot of uses and it would probably screw up existing designs. Also also, I remember you saying something about generating oxidizer on the go. What part does that?.. I kiiiinda designed a whole plane around recharging a rocket engine using the Code Blue transpirators. -
[1.9+] Thor Tech v0.9.6.8 ~ [Aug 07, 2020]
Fireheart318 replied to JadeOfMaar's topic in KSP1 Mod Releases
It's come to my attention that the Mk2 SHIELDNIR is not symmetrical (OCD kicked in and then I tested it with an SRB and it tumbled). Would it be possible to make a symmetrical version? -
(In "settings.cfg") - AXIS_PITCH { PRIMARY { name = None axis = -1 inv = False sensitivity = 1 deadzone = 0.0500000007 scale = 1 group = 0 modeMask = -1 } SECONDARY { name = None axis = -1 inv = False sensitivity = 1 deadzone = 0.0500000007 scale = 1 group = 0 modeMask = -1 } } I just want to be able to change my camera spin controls from the arrow keys to right click. How can I do that?
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Where did those lights come from? I NEEEED them!
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Building on that, I'd like to recommend either using the Picoport mod or using side-by-side ports to make sure the rover is perfectly aligned with the plane.
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How do you tweak OPT parts?
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[1.9+] Thor Tech v0.9.6.8 ~ [Aug 07, 2020]
Fireheart318 replied to JadeOfMaar's topic in KSP1 Mod Releases
Why can't they just use the stock version? -
[1.9+] Thor Tech v0.9.6.8 ~ [Aug 07, 2020]
Fireheart318 replied to JadeOfMaar's topic in KSP1 Mod Releases
[Crashes nuclear boat] Hey, what happened to reverse thrust!? -
Yeah! They work well for the craft to get rid of heat (BD Armory's "HP" system), and make great radial mounts. I guess you could also argue that they allow the heat to roll off the reactor instead of the radiators inside the craft that DEFINITELY aren't doing much for long, but I like to think the engines themselves are powered by reactor's heat and the Shieldnir is using the electricity. Also, when BDA is actually updated, the front Shieldnirs (near the start of the main wing) can be replaced with laser turrets powered by the reactor.
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Water problem
Fireheart318 replied to AstroPawian's topic in KSP1 Technical Support (PC, modded installs)
If you're talking about the Scatterer thing, that's a well-known bug that (to my knowledge) hasn't been resolved yet. I tried to make a stock version where the KSC would be flooded with a meter or two of water butthat didn't quite work out. The good news is I was able to drive a jet-powered rover underneath the KSC for about six seconds before things went horribly wrong -
Pretty much every part on this craft is modded in some way. May I present to you... THE A-SPLITTER 1, a nuclear-powered fighter plane that has a tendency to break apart at speeds over 300m/s. Perfect recipe... Maximum speed - 16XXm/s (Probably higher but I had to jam on the brakes or something was gonna melt!) Maneuverability - Somewhere around a constant 6 gees. Probably higher if I could pull up at higher speeds without shredding the damn thing! Strengths - High TWR (Yes, those are two 2.5m electric jet engines!), can probably outlast any other plane, carbon-neutral Weaknesses - Can easily break apart when pulling up at high speeds (Even with autostrut/rigid attachment), cancer machine (Nuclear reactor onboard!!), big for a fighter, bad intake for low-speed flight, bad at landing, lots of mods, need a ladder to re-board
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[1.9+] Thor Tech v0.9.6.8 ~ [Aug 07, 2020]
Fireheart318 replied to JadeOfMaar's topic in KSP1 Mod Releases
Thanks! -
[1.9+] Thor Tech v0.9.6.8 ~ [Aug 07, 2020]
Fireheart318 replied to JadeOfMaar's topic in KSP1 Mod Releases
I think ya got the wrong guy but I'm pretty sure the planet was from OPM Actually, it's from Gameslinx Planet Overhaul. Sorry 'bout dat https://forum.kerbalspaceprogram.com/index.php?/topic/155740-131-gameslinxs-planet-overhaul-v330-biome-overhauls/&page=17