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subyng

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Everything posted by subyng

  1. Is the 1.8 version backwards compatible with 1.7.3? Do you have the previous version's download link available?
  2. Okay so I can see neither Woomera2 or Darude. Do I have to discover them somehow?
  3. Thank you thank you for taking the time to add Knes configs as well!!
  4. Nooooo I'm late enough in my current savegame that I don't want to restart another career but early enough that I only have a few active vessels. I'll make a backup and take my chances! This + the upcoming release of Universal Storage, Christmas has come early this year
  5. This happens to me as well (not a third of the time, but after reverting/loading a quicksave too much I eventually crash to desktop) and I believe this is simply a memory issue with KSP. Everytime you reload, KSP uses a bit more memory which doesn't seem to get freed up. JNSQ itself uses a lot of memory so you will run out of memory a lot faster than on a stock install.
  6. I'm using the latest engine ignitor patch from the dev branch with the release version of BDB and I noticed that none of the Titan engines have any engine ignitor functionality in game, but I can see that there are engine ignitor patches for them. Are the names of the Titan parts different in the dev branch? Is engine ramp up in the release version or only in dev? I'm playing with the release version and I've not noticed any throttle ramp up.
  7. Ah I see. I'll check them out. Loving this mod, keep up the great work!
  8. Ah okay, I do indeed have KK. What's the name of the new airfield and is it in the same location? Or is the intention that I have to discover it?
  9. Why was the desert airfield removed in the latest update?
  10. Any chance decouple-able wedge probe cores are planned? The US shroud and cores would make perfect satellite buses.
  11. I use kOS with connection required for control and im pretty sure this is false. Your script has full control over your vessel even when you lose connection.
  12. Yeah, I understand that there's only so much you can do with KSP's physics and aero model.
  13. Update: tried on a unmodded install...things work as expected BUT 1. If Reaction wheels are on SAS on, steering does not work properly. 2. If you turn reaction torque down to zero, steering does not work properly. Basically it seems that means the rotor parts NEED reaction wheels to be controlled and they cannot steer a craft by themselves. That's really unfortunate as I play with Mandatory RCS, a mod which basically heavily nerfs reaction wheels.
  14. Navball orientation is correct. I tried making another helicopter with the Maverick engine and the corresponding tail rotor. Yaw and roll work, but pitch doesn't. Replacing the Maverick with the Valkyrie, pitch and yaw work, roll doesn't. I can can see the cyclic and collective values changing appropriately on the main and tail rotors when I press the directional keys though. Seems like no matter one, always one of the control axes just doesn't work.
  15. The yaw keys do not make the vessel yaw. Actually holding them causes the craft to pitch up and flip other (either holding A/D will cause this). Pitch and roll is fine though (actually pitch is reversed, holding W makes nose pitch up instead of down).
  16. Amazing work Well! This is one of my favourite mods of all time!
  17. Could you release just the swashplate mechanism as a craft file?
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