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jestermaximus

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Everything posted by jestermaximus

  1. Thank you for the info! I can't believe I missed that about the Atlas . That makes a lot of sense, thank you! I'm redesigning my base around the Atlas factory now!
  2. Hey, after lurking for years, I'm actually trying to set up my first real production chain but am confused about the efficiency to weigh ratio of the different manufacturing buildings. The Tundra assembly plant can make a total of 534.6 MaterialKits/day and weighs 3.4 tons. The Atlas factory can make a total of 881 Kits/day and weighs 53 tons. The Ranger Workshop can make 604 kits/day but only weighs 1.9 tons. Is the output/weight ratio of these buildings simply unbalanced, or am I missing some nuance to the intended gameplay? Thank you, can't wait to get this things set up on Minmus!
  3. Hello, I'm trying to recreate the V8Jester's awesome VTOL craft using IR next, LGG's KJR, and tweakscale. Using the basic rotatatrons from the rework parts and lots of vanilla struts to attach engine nacelles to the side of the craft. Unfortunately the nacelles still wobble enough to make the craft near unflyable. I've tried scaling the rotatatron up, but if I scale it to anything but default size, it "locks up" and won't move more than a few degrees. Any suggestions on how to either strengthen the joint so things don't wobble, or how to scale up the rotatatron without it locking? (Tried using original rotatatron mk1 without success, and the original mk2 doesn't seem to be selectable once you place it in the VAB/SPH). V8Jester's original VTOL craft
  4. Thanks for the pointer. I'd installed IR Next and LinuxGuruGamer's rework of KJR (for 1.4.x I believe), but when I tried to make simple rotating engine nacelles (simple in that there were no nested IR joints, just engines attached to a rotatatron), the whole build would vibrate until it exploded. I still assume it had something to do with KJR not yet being updated to be IR Next compatible. I was going to wait until KJR or IR Next was updated to be compatible. Would love to know if any of my assumptions are now false!
  5. Thanks for the explanation @kcs123. I'll move on to other projects and wait for an IR Next update with bated breath!
  6. @JoE Smash Well now if I could only get IR Next and JKR to work properly, I could finish recreating V8Jester's awesome Protolift VTOL craft from the first post in this thread!
  7. Hello, I've read through most of this tread and I think I understand whats going on broadly, but wanted to double check that the modified version of KJR that Rudolf has talked about in the original post isn't available (Github says it doesn't exist). As a work around I tried installing this version of KJR from Linuxgurugamer along with IR Next. However, I don't think it's working. My VTOL aircraft engines start bouncing around when i throttle them all the way up (they're attached to the body with rotatrons).
  8. Thanks @JoE Smash. I've now got original OPT and reconfig installed, and everything seems to be working.
  9. So just to verify, I need to install OPT Legacy, OPT Reconfig, B9 (as a dependency), and the original OPT dependencies (ASET Props and Avionics). Do I need to have the original OPT mod installed as well? Maybe I should try CKAN rather than manual installation.
  10. Hello, @JadeOfMaar thank you so much for keeping this awesome mod going. Really appreciate your hard work on this. I've got OPT Legacy and OPT Reconfig installed. It's been a long time since I used original OPT, however I seem to remember the original OPT having several "half sized" parts (e.g. a fuel tank section half the length of the main one). Are those part of Legacy/Reconfig did I do something wrong in my manual installation? Same question for the old "k" variant RCS parts (now the Stail line of parts). I see several versions of the old "k" RCS parts, but none for the Stail line. Lastly, two of the cockpits in the Stail line (the narrow variant and the wide "duckbill-like" variant) seem to have the max kerbals stat reversed. To me it'd make sense that the wider, thicker cockpit would be able to hold a bunch of kerbals, whereas the narrow, more aerodynamic version would hold less. Does that seem reasonable? Thank you again for your work on these mods.
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