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White Owl

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Everything posted by White Owl

  1. Okay, I've played around with it a little bit, and this mod is every bit as good as advertised. My only wish is for allowing the same treatment to all-moving control surfaces - what the stock game calls winglets. Edit: Ah, you can save and reload a custom wing part with the subassembly loader. Verrry nice. Edit again: This works with Tweakable Parameters too! I am so excited about the possibilities.
  2. Oooooh those new balloons look exciting. I bet they fit inside my shuttle's cargobay! Duna, Eve, Jool... here I come.
  3. So combining this with ModuleManager, it should be possible to change other mod parts to work with your directional heat shield? Like B9 Aerospace, for example?
  4. Thank you so much for FAR support! If this works out, I may never use a stock wing part again.
  5. I was playing around with cfg files, and found something fun with your resized landing gear. Change one line to: MODULE { name = ModuleLandingGear startingState = RETRACTED } Now the gear will start in the retracted position. Great for shuttle-style vertical launches, piggy-back launches, etc. For some reason the change doesn't work on the vanilla small gear bay, but it works just fine for all your resized gear bays.
  6. How serious are you about making videos? If this is a one-time only kind of project, then maybe one of the free options will work well enough. My personal experience has been that none of the free or low-budget options are worth the aggravation of dealing with all their bugs and limited features. I eventually shelled out the $90 for Vegas Movie Studio Platinum, and couldn't be happier.
  7. I figure all my spaceplanes are built out of nickel steel, just like the X-15. Flexibility is for the weak.
  8. I'll just add my voice to all those crying and begging for FAR compatibility. Pleeeeeease!
  9. Nice! Your mod has very quickly become one I refuse to play the game without. One more step towards getting .20 working adequately.
  10. C'mon guys... mission patches! I remember suggesting mission patches waaaay back in the dawn of time whenever the possibility of merchandise was suggested. The coffee mug is cool, though.
  11. NEW PLAN! I think I know how to make the Eagle or a similar shuttle-style vehicle work without the often buggy DR hinges. Matter of fact, this one will be deliberately designed to use the absolute minimum of cfg edits, to make it easier to share, and easier for others to duplicate. I'm excited!
  12. Holy crap, man, that SABRE is nine tons and 1370 thrust! Hope you won't be offended if I dial my personal copy back a little. They look great.
  13. Well, two fairly major events just happened. Version .20 released, and none of my favorite mods will work with it yet. Also, something is seriously borked in my persistent file, and I was stupid enough to go a few days without backing it up. So I have to roll the whole game back to several missions ago. Rather than recording that, I'm considering venturing into bold new (to me) territory. That's right, I may play the stock game for awhile! Can you believe it? Kethevin, I'll need to share a whole lot of config edited parts too. I'll work on that if/when my current game can be made compatible with .20. *sigh* Game's in development... don't get too attached to your saves. Edit: I think the corrupted save problem may be worse than I thought. I loaded up my backup persistent file, and am still unable to view High Flight Station. If I select that station, then the game completely locks up. The overall file may be salvageable, but I think that station is screwed.
  14. Did I never answer this one? Sorry! Those Bearcats were either from NovaPunch or Tiberion's shuttle mod. One of those.
  15. Hmm. Maybe I should make some attempt to test this kethane conversion whatsit before launching a potentially useless station. Again. I've never tried it before... Oh, and I found something kind of strange with the landing gear. Using the resized gear bays from Taverio's Aerospace, I changed one module like so: MODULE { name = ModuleLandingGear startingState = RETRACTED } That one change makes all the resized gear start in the retracted position. That's what the Great Eagle is using now. But the original small gear bay part won't start retracted, for some bizarre reason. Change that line for a copy of the stock part, and the game refuses to even load it. Weird.
  16. Reading through the Kethane thread now, I see my first version wouldn't have worked anyway. I didn't know I need a kethane tank connected directly to the converter. Whoops!
  17. I like Saborian's shuttle so much, I had to take a few screenshots of my similar design, the Great Eagle. I use this shuttle to launch everything nowadays. Development was pretty rough on Kerbals, true, but this final operational model has completed several launches and landings in a row without losing any crew. Launch is powered by seven main engines mounted on Damned Robotics hinges for precise gimbal control, a NASA-style external fuel tank, and two large liquid fueled boosters. It uses two SABRE engines as OMS and also atmospheric flight after reentry. I love it. Pictured here with a mapping satellite in the cargo bay. And here's the launch configuration with external fuel tank and two boosters.
  18. Beautiful. I knew I couldn't be the only one to get this kind of system working.
  19. High Flight Station under construction. This was the only time I tried having both models of shuttle docked at the same time. One frame per second. And a cool looking shot of the Great Eagle in orbit.
  20. Thanks very much! Since we're on the subject of finding lost mods... does anybody know where the Better Maneuver Nodes plugin can be found? This isn't the older plugin that lets you type in exact numbers for the node, but a totally different plugin that smoothly moves the nodes around by holding down keys on the numpad. It was posted on the plugins forum just an hour or two before the Great Forum Implosion, and I was lucky enough to grab it in time. I don't remember the creator's name, and the plugin doesn't seem to have been posted on Spaceport. Anybody know something about this one? Anything at all?
  21. To be fair, I only made the one attempt with a cluster of six engines. Maybe some other configuration will work; I don't know.
  22. Encouraged by reports of the Tiberdyne torque-compensating plugin working with multiple engines, I rebuilt my current shuttle to try it out. Got rid of the powered hinges, attached six main engines in a symmetrical cluster, made sure all six engines had the correct module enabled in the cfg file... No joy. It doesn't work at all. I saw no evidence of any of the engines gimballing correctly. I think I'll stick to what works.
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