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Bottle Rocketeer 500

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Everything posted by Bottle Rocketeer 500

  1. About mods, maybe add this one to the list, as it just gives lighter and better-looking stockalike airliner parts.
  2. @AntINFINAIt Just a tip: NEVER use SmartUV! It will UV unwrap it in a way in which it is IMPOSSIBLE to texture it (dozens of tiny UV islands). EDIT: Also check out BornCG's Blender 2.7 Tutorial series on YouTube Link: https://www.youtube.com/playlist?list=PLda3VoSoc_TR7X7wfblBGiRz-bvhKpGkS
  3. Presenting: the Hawk 1a (goes in Turboprop category). STATS: (*1000) 22,780,000 RANGE: 853.333 km Cruising stats: 250 m/s @ 5000m 24 passengers Backstory: One day, the Kerbobulus Aerospace boss decided to create a safer aircraft. This is the result. Features a small wheel on the tail to prevent tailstrikes from occurring. LINK: https://kerbalx.com/BottleRocketeer500/Hawk-1a NOTES: Feels much heavier than actually is, especially when taking off and landing.
  4. @blackheart612 Recently, I found that the meshes for the mk1 and size 2 air ramps are the same, and that the mk1 air ramp does not result in the craft veering off to the side. Then, I tried scaling it's drag cube by 2 and pasting it into the size 2 air stairs' config file. Still, the Emu liner with the part replaced, to add the changes, veered of to the side. I am starting to think that it is not the air stair part that is resulting in that, because that only happens in the front of the plane. Is there a chance that it is the cockpit resulting in that? I will try a vessel without that cockpit, but with the airstairs and check which part actually is causing that.
  5. @sarbian Works for me too, but not the link you gave.
  6. @blackheart612 Actually, maybe you just need to override the drag cubes, such as done with the stock Mk2 cargo bays, the configs of which look like this: DRAG_CUBE { cube = A, 2.811507,0.4203178,1.323529, 2.811507,0.4207772,1.323529, 2.494907,0.962501,0.154902, 2.494907,0.9625011,0.154902, 4.694843,0.9348387,1.386667, 4.694939,0.9358073,1.54, 0,0.0001237392,0, 2.5,1.875248,1.5 cube = B, 3.507514,0.5657873,2.022242, 3.522568,0.5698409,2.088006, 2.494907,0.962501,0.154902, 2.494907,0.9625011,0.154902, 7.503718,0.8164085,1.929913, 7.503718,0.8079262,2.098116, 8.34465E-07,0.0001237392,-0.2787331, 3.992453,1.875248,2.057467 } First, get the automatically generated one for this part, and a part without the animation ( a cylinder of the same dimensions in this case.) and compare the drag cube values. Edit those that don't match and change them to the cylinder's. Refer to @NathanKell's post (the second one) in the following thread for more information:
  7. @blackheart612 Maybe you were right about the offset COM. The Emu Liner craft still does veer off to the side in timewarp, after I patched it with the following MM patch: @PART:HAS[@MODULE[ModuleCargoBay],[@manufacturer[Kerbal Standard] { %closedPosistion = 0 } @PART[airramp] { MODULE { name = ModuleCargoBay DeployModuleIndex = 0 closedPosition = 0 lookupRadius = 1.5 nodeOuterForeID = top nodeOuterAftID = bottom nodeInnerForeID = top2 nodeInnerAftID = bottom2 } } Maybe I did something wrong in the patch, actually.
  8. @neistridlar Oh, that explains the Emu Liner craft being incompatible with timewarp by veering off to the side! Also, I think I have found the issue! At least, in the size 2 passenger door thing, ModuleCargoBay is commented out in the configs. Trying an MM patch right now to add it back in and change closedPosition to 0.
  9. @hraban That is literally the most beautiful CST-100 I have ever seen! Great job!
  10. @saxyomega90125 I have tried USI already. I agree with your statements, but maybe if LS were in stock, maybe there should be 3 levels: easy, intermediate, and hard.
  11. Neither, because they all shoot you first. Bill can either die in a krakenization machine or crash and die in a crappy plane. Which one does he choose?
  12. @Kilo60 Also, (Shameless Plug Count: 1) you might want to check out the following WIP mod (by me, of course!)
  13. @damonvv One suggestion, can you please make the nosecones a bit more like the stock ones (less rounded and glossy)?
  14. @damonvv Hello, everyone. Yet another pictureless mod update! Recently, I have been remodeling the capsule (which I'm still not done with) and practicing inflatable habitat animations and stuff. Now, to delay that even more, I will be making a Falcon Heavy memorial static for Kerbal Konstructs. - Bottle Rocketeer
  15. First Car In Space! Oh, wait! The 4th car in space actually! Conclusion: Still awesome!
  16. @EmbersArc Yes, the reason I chose 333 was for that extra "evil" effect. If you want, 222 is OK, I think. After all, it's your mod, this is just a suggestion.
  17. @EmbersArc Name suggestion for the grid fin: N-333 "Nemesis" Grid Fin
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