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timbrwolf1121

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Posts posted by timbrwolf1121

  1. On 11/6/2023 at 9:48 AM, JadeOfMaar said:

    @NebulaPlayz This mod is in limbo right now. There is much I want to do, but most of it is to adjust parts or their behavior (fixing things altogether) so it's daunting.

    The VTOL engines use the elevon module, not an animation, for their tilt. Whatever aero problems you have with wings are extending to them. Usually, lack of lift capability is caused by having an empty FAR (FerramAerospaceResearch) folder in your GameData or you have a mod installed that contains a patch that contains the string :FOR[FerramAerospaceResearch] which triggers all FAR patches in any other mods. I believe there's another cause to your problem but I don't believe anyone has isolated it. Perhaps you're meeting the conditions to trigger a specific bug.

    This is the main mod that keeps me coming back to KSP. If you manage to fix it, I will definitely be redownloading the game. It's been a while. Was just checking through the new and updated mods for the first time this year. 

  2. 4 minutes ago, shdwlrd said:

    Just use the small stock landing gear. They work fine and have good temperature limits.

    They work, but only when I am not pushing the saucer to its limits. I don't actually know what I am doing so I usually end up plowing through the atmosphere and blowing up any parts that can't handle it. 
    I did recently learn how to use the CFG files though so I may just tweak the stock gear temp for now.

  3. I had an idea last night while I was trying to sleep. At first I had the thought of making a plasma torch for cranes and arms to pick up and use to destroy parts. That led me into thinking of having a toolkit part for cranes and station arms. Basically lets you dock and undock a claw, torch, magnet, whatever from a toolkit part and use it before switching it out or stowing it. Kind of like how CNC robots pick up different tools during their process. 

  4. 26 minutes ago, jimmymcgoochie said:

    Probably not what it was designed for, but when I made a 250km/s burn with a fully constructed Endurance the whole thing began heating up alarmingly to the extent that some attached parts were a few degrees from exploding; maybe radiators on the engine modules to cool the reactors would help? The same thing also happened to a Lander I tried to fly into orbit while carrying a freight module underneath, which had massive drag issues and barely broke the sound barrier before its core heat went too high; 1500K core but 3300K skin is a bit odd.

    Re. launching the Rangers on a rocket, it might be possible to do so using a Making History (or Restock+) engine plate plus the separate Ranger mounts. It’s easier to just stick them all together and launch it in one go though, even in an upscaled system (Beyond Home but at JNSQ scale) I put the entire Endurance ring plus Rangers and Landers in orbit as a single unit, using the most inefficient right angled gravity ‘turn’ you’ll ever see to fight the monstrous drag- not even the NFLV 7.5m fairing can fit around it.

     

     

    Yeah I can't keep the reactor in the ranger from overheating when I added my own fusion pellets to start it up.

  5. I'm gonna deleting IFS in a few hours then, I'll let you know if it works. Building the endurance though even with the huge parts I still end up with a large part count and can't customize it with other stuff or I brick my frames. Would it be possible to get the docking ports built into the central hub as well? My part count was still pretty high when I got it mostly assembled. 

  6. @JadeOfMaar I am having an EC issue as well. Mine has two listings for the resource converter and and the RCS gets double charged for EC. One being like 70/s (which is reasonable) and one being 500/s. I'm not sure if mine is related to the previous EC issue though. 
    Edit: I am talking about the ranger at the moment.

  7. On 10/13/2020 at 11:19 PM, JcoolTheShipbuilder said:

    hmmm.. i have ubio welding, and modulemanager 4.1.4, and when i click the button (im in 1.10), nothing happens
    Ujwy9Cc.png

    im trying to weld this... it should work.. hmm.. i have the latest version of ksp (1.10.1), Ubio Welding, and Modulemanager(4.1.4).

    This gets me thinking @Lisias Could this mod make railroad tracks possible? Would be amazing to send a track laying rover to another planet to connect multiple colonies

  8. 9 hours ago, darthgently said:

    Me too.  I did rig up some MK1 crew cabins with jr docking ports once.  I had them on decouplers along side the main body with their docking ports perpendicular to a docking port just above them.  I used hyperedit and gravity cheat ad nauseum to tune the decouplers scale, force, and locations until on activating them with the main craft atitude still and in zero g the crew cabins would move up and rotate 90 degrees and the jr docking port's magnetism would pull them in .  It was a vanity project and I never used the technique but I did explore avoiding the alligator hinges that seem to be kraken bait for me anyway

    I think it would be pretty easy to modify code from vtol engine pods. I know a few mods in the past have had vtol mounts that let you choose your engine. I'm not a coder though

  9. On 9/4/2020 at 11:47 AM, BGYT said:

    I was thinking of this too. That would look awesome if there was a larger airship size. I don't want to try and fly a single seat little fighter into the mouth of that thing. @Angel-125 I also came back here because I am in love with your elevator part and wondered if we could get more sizes or versions. I also wanted to see if you could make those elevators procedural so I can make one for any other inverted or ventral cargo bay part.

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