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FahmiRBLX

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Posts posted by FahmiRBLX

  1. 3 hours ago, capi3101 said:

    Ideally, your fore-and-aft blades would spin one way and the port-and-starboard blades would spin the other (doesn't really matter which way you set it up).

    Well, doing how the Airbus A400M did could also work; 1 & 3 clockwise, 2 & 4 counterclockwise or vice versa.

    Anyways, did anyone tried feathering propeller blades using the deploy option available on the control surface?

  2. 4 hours ago, Frankenshtine said:

    But Size 1.5 Crew cabin still have a door only graphical, no EVA menu on click on it, unlike MK3S1 and Size 2 Crew cabin modules. There is no logical reason for only painted, not working airlock door.

    Have you tried moving the Kerbal to another cabin with a working door? I never did rescuing contracts, but I think Tourists they can be transferred between modules.

  3. 56 minutes ago, Frankenshtine said:

    I did not build it, a cabin is auto-generated by contract system. I did not know a cabin type until arrived close enough. It is one-piece craft.

    And I tested some cabins at Kerbin starting place - exactly from "Size 1.5 Crew cabin" impossible to exit, while others have airlock and kerbals successfully exit.

    This should work for ya.

     

  4. 1 hour ago, cantab said:

    Built a lander in symmetry. Found one engine was out of fuel before the other due to very NON-symmetric fuel drain. Ugh. Kspplz.

    Do you accidentally increased fuel flow priority at one of the tanks? I know in symmetry, parts on the other 'symmetrified' parts will have the same configuration as the first part changed but since I never played with that (Only used fuel flow overlay to check whether every engines and tanks on my planes are connected to fuel supply), IDK.

  5. 5 hours ago, Frankenshtine said:

    I hit a bug with "Size 1.5 Crew cabin", while trying to rescue from orbit. The problem is, this part have no airlock to exit from, unlike other cabins. So, I arrived to lost in space but unable to rescue him.

    IMO this is basically down to craft planning, not a bug (Or did you built the rescued craft with one of its end not attached to any part that exposed one of its doors clearly?).

    You should note earlier that the cabin's door behavior is the exact same as the stock Mk-1 Cabin.

  6. 11 hours ago, GKSP said:

    If Use the new DLC to fold up a plane with these parts, will propellers break?  I want to put Grunded vehicles in a plane, protect it from heat with a mk 3 cargo bay, and send it to Laythe as in instant base.

    If you're not talking about whether the save file or the craft save will break if using Breaking Ground parts (i.e Whether propellers break if clipping other parts), then no, it'll not break.

    To prove this, you can build a warbird-style plane and put a propeller. Spawn it without landing gears or with landing gears retracted. Profit, the propeller goes through the ground. The propeller didn't have a collision mesh; just its main engine body (But if you try to fold the engine in and it hot another part chances are it might break free from your craft).

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