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sal_vager

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Everything posted by sal_vager

  1. C7 has listed all the cgf parameters here in this post, there is a deployed state option that should do it, just add the relevant line.
  2. Try rotating the adapter with WASD I had trouble fitting the big 3M tank to it, but it fit after rotating it as well, then I had to remove and refit it the right way round so another adapter could fit on the back, it\'s weird it\'s like it wont assemble until it\'s been snapped on at least once.
  3. You mean like the Mk3 to Mk2 adapter part?
  4. Make sure you have the latest version, and it may help to delete all of the old parts before you upgrade, also make sure the Mumechlib.dll is in the plugins directory, I have found a few mods that put stuff in Plugin and not Plugins, so they don\'t work till you move the file.
  5. Canards are just front mounted tail surfaces, I have a few planes with more conventional layout and canards only at the back, but C7\'s stuff does make combat jets too easy to make. @BamBam, yeah that\'ll work, you\'ll move the center of lift as well so watch for that. Btw I find rudders are not much use as they make craft roll in an unwanted fashion, but that\'s just my preference
  6. That\'s a beautiful plane, you may need more lift at the front though. The overlapping wing thing is from my own experience, I had a plane that would drift left or right at random and the game couldn\'t decide which wing to draw 'on top' After I moved one pair of wings a few pixels in the SPH the problem vanished.
  7. Hi RealityVeil The two purple markers were covered in the ingame tutorial, they point towards and away from the space center. If you look closely you\'ll see they don\'t actually do this, so why not try to find what they are really pointing at Have fun
  8. Hi BamBam There\'s a glitch making the runway sticky, and sometimes a wheel will sink a bit, making aircraft turn. I have also found that if wings are overlapped too closely the game gets confused as to which is producing more lift and that can make your aircraft turn as well.
  9. It\'s a conspiracy, they filmed the Minmus landings in an icecream factory, you can tell from the cold temperatures! And HarvesteR has never denied he likes mint icecream, irrefutable proof!
  10. I think HarvesteR likes mint icecream, so when they were deciding what the little moon from testing would look like HarvesteR looked up from his tub and said 'make it look like this' hence all the spoon marks.
  11. That was beautiful, any chance you can share what music you used in your clip? I didn\'t think of using the control surfaces, they are far lighter than the hardpoints I went for but I didn\'t know they\'d attach on the sides like that, that\'s a really nice method
  12. Thanks guys, also I didn\'t know about how powerful those linear thrusters were till afterwards, I think they are way over the top. RCS that can lift aircraft? Seriously? They should be changed into normal engines and use aircraft fuel, that\'s the only way they\'ll ever be balanced.
  13. Zero BrakeTorque front wheels does work, cool, makes it hard to share the designs that use it though. But another thing I just found which I don\'t think has come up before, is that the wheels still work fully when retracted, I wanted a smaller wheel for the tails of aircraft and now it seems I can use the new stock wheels for this, all I have to do is retract the ones on the tail Thanks C7. Ps, is there any way to make two rudders/ailerons split to act as airbrakes?
  14. Thanks Just one thing I\'d like to know though, is there a way to make the brakes only activate on rear mounted wheels? Nosewheels aren\'t known for having brakes on airplanes, mainly because they can\'t handle the weight.
  15. For this weeks /r/kerbalspaceprogram challenge the eager reddit Kerbolnauts were tasked with landing on the new miniature moon, here is my trip to this eerily beautiful worldlet. Teaser pic. The full Imgur gallery of the flight.
  16. What values did you try? Tosh\'s cart uses 2.5 and even that seems too much.
  17. Yeah I think that\'s because Kerbin is scaled down and isn\'t that far away, it just looks like it is, but that will be confusing for people, I guess you could say they are simulated images of known objects. Is it possible to build a craft from the file in miniature so it\'s in range as a nonpiloted craft but looks far away?
  18. I always preferred the Empires craft over the Rebels, unshielded, light and fast How can a B-Wing even be made without S-foils?
  19. I\'m liking that, ok so there\'s a range limit, so the screen will just have to go fuzzy and say 'out of range' for now.
  20. Try this line from the cart mod, maybe it\'s the same as KSP uses? C7\'s old part uses the same line. brakeTorque = 2.5 (this is the carts value)
  21. The line is currently missing, C7 is going to add it, see here. If we knew the missing line we could add it now ourselves.
  22. How about a Y-Wing to add to the collection Y-Wings are supposed to be slow and clunky, this is slow but is twitchy to fly, use SAS to take off and then when you have some height you can trim it to fly pretty well, I didn\'t need SAS in the screenshot or for landing. The wings overlap a lot so it\'ll drift to a random side, and it might handle a lot better on a more powerful PC, I got a lot of slowdown with it. I\'ll try improving the flight characteristics another time, have fun
  23. I have been meaning to go there after seeing the arches, but I was distracted with the aircraft, being able to land on stock wheels makes a massive difference and I have just taken off from Minmus with a stock rover
  24. I guess I\'ll get the ball rolling with my first design, it\'ll take off before the end of the runway without help and only needs trim when landing, it\'s best to land unpowered as well. The agile and light Spark Airfighter Updated for 0.15.1 I had 78 downloads, there\'s no way I\'m sitting here clicking that link 78 times.
  25. I know what you mean, but only some engines could be made stock or it\'d get overloaded with parts, and squad decided on the turbojet for the high altitude engine, ramjets would be a lot better. The Kerbal turbojet isn\'t meant to work very well below about 6km, but nothings balanced yet so even that altitude may change.
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