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White Owl

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Everything posted by White Owl

  1. Yes it does. The surrounding landscape has changed a little bit, but the buildings are still there. Wish they'd give it a runway again.
  2. What's the secret to downloading this one? I've tried Firefox, Chrome, and when those failed I even stooped so low as Internet Explorer. None of them give me a download link. Am I missing something obvious?
  3. Aha! I have the alignment figured out. Relative to Kerbin's north pole, Skybox_PositiveY is down and Skybox_NegativeY is up. Exactly the opposite of what you'd think. To get the images from Spacescape to line up correctly, I relabeled top as Skybox_NegativeY, then relabeled bottom as Skybox_PositiveY and rotated the image 180 degrees. Edit: Here's the skybox I came up with. link
  4. I've been playing around with that Spacescape program linked earlier in the thread, and am getting close to the kind of skybox I want. It's a great program. Just be aware the top and bottom textures straight out of Spacescape don't match the positive and negative Y textures for Universe Replacer. I haven't yet figured out how to get everything aligned...
  5. Okay, looking at it ingame now. Here are some of my first thoughts. I love the simple but very cool looking style! I love the engine adapter plates. Built-in RCS in more than the cockpit is very welcome. You have functioning solar panels in the cargo bay doors! That's perfect. A glaring omission in the shuttle cargo bay mods that have come before, including B9. I love the engine intakes and radial fuel tanks designed to blend in with the sides of the fuselage. Very easy to make a smooth transition to pWings with these parts. I like the simple black borders on the wing pieces. I wish the default pWings had black borders like this. I'd very much like to see an option to start with the nosewheel retracted, since I'll be hanging a big-ass fuel tank under the belly, and that landing gear will get in the way. You ask about the rear landing gear... Have you ever looked at Tiberion's space shuttle mod? He had an excellent solution to this problem. Landing gear that is radially attached like normal, but the part is actually buried behind the surface where it's attached, so when retracted the outside surface is smooth. Check that one out and you'll see what I mean. Other than the aforementioned larger cargobay, one thing I'd love to see added is some kind of tapered tail. Give us a few more options in how to configure a plane. Great mod already, and I already see how much greater it can be!
  6. I'm sorry to report the parts aren't showing up ingame for me. All I did was copy the Yarbrough08 folder into GameData, no changes. It's cool about the dimensions.
  7. Looks real good! I just downloaded, but haven't looked at these ingame yet. You say 3.75m from top to bottom... Is that external dimensions or inside the cargo bay? 'Cause there's a terrible shortage of spaceplane/shuttle cargo bay parts able to fit a 3.75m payload.
  8. I just realized this mod will allow us to create our own fictional constellations. Imagine what stories kerbals tell themselves about their stars. For that matter, all the ultra-realism nerds can duplicate Earth's night sky! Edit: so you've demonstrated you can change Kerbin's texture, as seen from orbit. Is it possible to add city lights only visible at night?
  9. You're definitely on the right track, but I agree it needs to be a little bit dimmer. Imagine trying to find the single pixel of a distant planet against the brightest portions.
  10. Do my eyes deceive me, or is this an IVA that actually has a usable view outside!? And an instrument panel layout that makes sense! What is this madness?
  11. Oh hell yes. That's one of the greatest plugins in the history of KSP. Once you try it you'll wonder why you ever tolerated the ridiculous click and drag method for nodes, or even typing the numbers in directly.
  12. Ferram, I'm very sorry to cause you irritation like this. Your work here is the single greatest mod to this game, and the only mod I consider indispensable; I would happily uninstall everything else if it meant I could keep FAR. If it's worth anything, I personally know exactly what it's like to put a lot of work into something, only to see a bunch of comments from semi-anonymous internet strangers saying it could be better if I'd only do _____. If you say the prior versions of FAR had way too much drag, and the new version is how it's supposed to work, then I'll be quiet and deal with the enormous change. I took the FAR Firebolt for a spin, and right-clicked on the wing parts in flight. Cl and Cd values updated with changes to AoA and airspeed, and Cm remained 0 at all times.
  13. Everything he said, I want to say too. The planes handle slightly better than before, but they still seem to have way too little drag. Every plane I try to land is extremely floaty and just won't slow down. The L/D line is still a near vertical line right off the top of the graph. The problem first appeared for me in 0.9.5.2. I'm still using 0.9.5.1 in KSP .20.2 for now.
  14. Ouch. Yeah, that's a problem. The solution evades me for the moment...
  15. Excellent news! I hate to bring any complaints, but I'm so happy the problem is fixable. Playing KSP without FAR is just intolerable now. Using the stock aerodynamics would be like putting training wheels on a racing motorcycle.
  16. Mine is installed outside ProgramFiles, in D: Games - KSP. I should note the problem isn't just in the editor; the planes also fly like they have far too little drag.
  17. Ferram, I just downloaded and installed KSP .21, downloaded and installed a fresh copy of FAR v0.9.5.3, and started a new default save. Using one of the game's stock airplanes with no changes at all and no other mods installed, the mod isn't working correctly. I see the appropriate GUIs in the SPH and flight scene, but the aircraft is experiencing almost no drag at all. In the SPH, if I sweep the AoA without changing any settings, the L/D line is nearly vertical and simply extends off the graph. This is identical to the problem I was having with v0.9.5.2, but since nobody else reported it, I figured I must've had a plugin conflict or corrupt install. But this time is with a brand spanking new install, and I have literally done nothing else but launch the game once, close it, install FAR, relaunch the game and test FAR. Any more information you want, please let me know.
  18. Says the man who has already given us giant runways in the past! Seriously, your big runways would seem to be nearly ready to go for this project. Maybe just add a few sloped ramps to drive on and off. Edit: Whoops, I was thinking of Hooligan Labs. Sorry about that. Don't worry, I use your spaceplane mods too! <3
  19. Thanks very much! I just found the min-maxInclination bug myself, and will upload a corrected version soon. Thanks for bug checking. Power5000, the 1/2 meter airplane parts are from Taverio's Pizza and Aerospace. Edit: Okay, the mission package is corrected and updated. I need to start writing more real soon.
  20. More than anything else, I want to distribute usable runways around Kerbin. How difficult would that be?
  21. These instruments are fantastic! I have a few suggestions, though. I find myself still leaving the FAR info window open to read mach number and stall warning. Is there any way to get a machmeter? And a stall warning could be as simple as one light... green for normal flight, yellow for mild stall, red for major stall. Or ideally, I'd like an audible stall warning horn if that's at all possible. Also, would it be possible to get the orbital instrument to display time to apoapsis and time to periapsis simultaneously?
  22. Yeah, those come with Deadly Reentry. Oh, and somebody pointed out to me that DR adds ablative heatshields to several of the stock parts too.
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