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bphft

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Everything posted by bphft

  1. Near Future Technologies seems to add the nodes I'm interested in but it doesn't fill them with parts. Where's the mod(s) that fill the nuke power nodes? Do they not exist because nobody made them?
  2. So, CTT is basically a framework? I'm interested in the Nuclear tech node CTT adds. Does anyone know what I'd look for to fill that in? I've of course looked myself and didn't find anything. Aha! My fault for not reading the OP... Found it: Near Future Technologies Thanks!
  3. I have a lot of nodes this mod pack adds that don't have any icons in t he tech tree therefore I have no idea what items are in each node. Is there a fix for this? I've read this page of the topic but not all of them. I'll try what I can find about it in this topic.
  4. I've experienced it and there's a thread on the Steam forums sharing that the same happened to them so I'm sharing it to report the Science Tutorial has a minor bug. The first instrucational message gets stuck. It won't progress to the next message unless we leave the Tree View screen and go back in. I made a video to show what it's doing:
  5. I'm aware this post is a few years old but I've found a fairly easy way to do this (thanks to knowing how to fly real aircraft). In real life what trim does is adjust a flap on the Airlerons (they face UP with more trim, down with less trim; up points the nose up, down points the nose down) to maintain the angle required to maintain a specific altitude. Speed needs to be adjusted too. The game's mechanics and available parts design (at least the parts I have access too, I only have maybe 8 hours in and this is my first time playing) don't include everything needed to maintain a specific speed and "trim" to accomplish this. At least that I've found, maybe further along in the progression of career mode the parts exist that are needed, and gadgets to control the throttle better are included, but they're not at the progression I'm currently at. I found a way around it to almost perfectly maintain a specific heading, altitude, and speed: 1. And most importantly the plane has to be constructed so that it's very stable in the air so it stays at least fairly stable without SAS on. This is done by using multiple wings, and multiple "fins" (they're called winglets in the game). 2. On the wings put 2 sets of Airlerons (the game calls them something like Elivators or something like that) on the back of the main wings, and one set on each of the other horizontal (not any of the vertical) wings and "winglets". On a real aircraft the outside control surfaces are the Airlerons, the inside (usually longer) control surfaces are the "Flaps" (I'll get in to flaps below). The airlerons are what has the Trim control surfaces on them. So I set up an action to force the outer control surfaces on the main wings and furthest rear wings to "Extend" (face UP). This replicates / simulates the Trim surfaces on a real plane's Ailerons. I adjusted the deployment angle to 10 on all of the ones I used as trim and set the action to toggle deployment. - This helps pilot a super smooth take-off. The plane lifts it self in the air after it gets to the proper speed. The runway is plenty long enough so start off with half throttle until it winds up and then full throttle. As I said, if you do it right and toggle the "trim" up (flaps are used for this in a real plane) there's no need to pull the nose up. The plane lifts off the ground by it self and continues to climb. - With the trim still toggled so they're facing up put the nose just slightly above the horizon line in the "NavBall" (of course keep it level too), back the throtle off until it's at 1/4, the first line, and turn SAS on = Level flight if the plane is designed with the wings 'right' so the wings do most of the work / lift. FLAPS. I set up an action so the inner "Elvators" as the game calls them on the main wings and secondary wings retracted (face down). If you line up with the runway and point the nose slightly up (at the first line above the horizon line on the navball) and back off the throttle to halve way between 1/4 and idle the plane will decend nice and smooth for a very nice, smooth landing. I dont have any parachutes on the plane. I have "shutdown engines" on a custom action so I cut the engines and turn the brakes on and it comes to a smooth stop. Hope this helps someone. I may perfect this more if I'm right about the parts needed being available later in the game when I get further alone in the tech tree. It can be done with just enough tech researched to have landing gear wheels.
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