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ColdJ

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Everything posted by ColdJ

  1. Wow, I am seriously sorry I tagged that poor forum member now, they probably decided it's all too much and left now. @Starhelperdude Be warned that once you build a Radome, they will come. @AtomicTech If you are learning about atoms then you will need to learn about Quark https://en.wikipedia.org/wiki/Quark_(TV_series)
  2. Your comics work is freakin awesome. I use an analogue controller so my driving wheels acceleration is not tied to my reaction wheels. Reaction wheel amount is required if you are to fly a craft with no control surfaces or RCS.
  3. No worries. If you are just here to learn things from the forum we are happy to help when we can, But some of us camp here and we just have a bit of fun to pass the time. Isn't that right @AlamoVampire?
  4. @Just a random person Hi. I was apologising for dragging you into a forum game that you weren't familiar with. Basically it is just a bit of fun where you tag a member of the forum and see if they turn up next. Usually I would pick known players but at the time there were few I knew on. So I tag @Caerfinon next and if they visit they tag someone else. Or you can drop in and tag someone before the original tagged turns up.
  5. @Jack Wolfe @Caerfinon @Lisias If you get up to 88 miles per hour on the runway it opens up portal and you end up back on a dirt trail. Also I forgot to put a COM offset on the world friendly version so between bulkheadProfiles and tags, please add the CoMOffset line so you are less likely to flip on a sharp driving turn, as in the example below. bulkheadProfiles = size2 CoMOffset = 0.0, 0.0, 0.5 tags = car delorean sports rover fast
  6. For the moment. but my weird hours have me really sleepy right now. The oldest working forum game I have found is from 2012 and I think they may have gone insane back then. Always good to meet new people. Hello @Truebadour, will you tag someone to turn up next?
  7. Waiter: It's our new Jazz Club. C:W,There is pudding in my soup.
  8. Take the Chica on a holiday to Boca. What goes around?
  9. They didn't come back, but I did and think maybe @swjr-swis?
  10. SE: you are always looking at them and so miss everything else. SP: I can sing anybody to sleep.
  11. A llama like creature whose heart beat is so steady you can keep time by it. Thatsalleyesaurjoedo.
  12. If by glow you mean lights, I have found that what used to work with ModuleLight , now requires ModuleAnimateGeneric instead. Example. This is the old config that no longer works. MODULE { name = ModuleLight lightName = Spotlight useAnimationDim = true lightBrightenSpeed = 2.5 lightDimSpeed = 2.5 resourceAmount = 0.01 animationName = lights useResources = true } Replace it with this that does. Knowing the right animation name for that particular model mesh is the important bit, "Layer = " doesn't actually seem to matter. MODULE { name = ModuleAnimateGeneric animationName = lights layer = 9 startEventGUIName = Head Lights ON endEventGUIName = Head Lights OFF actionGUIName = Toggle Head Lights defaultActionGroup = Light }
  13. If you get creative. Fireworks. I have had it going airborne at over 400 km per hour. Something I enjoyed was going out on the grass, putting both lots of thrust on full and then when the wheel thrust is at maximum, hitting the hinge transition and going straight from driving to flying.
  14. @HebaruSan My apologies but I was barely still awake last night and had to go before I crashed out. I don't know how to remove the CKAN option for the mod on Spacedock but as it appears your end controls whether it does or not, then I will just say that I am fine with it not going on CKAN as it is a one time mod and won't be being updated. That is the problem with posting something when you are half asleep. I shouldn't have ticked it in the first place. As the internal corrects the original config to work as was originaly intended I will leave things the way I have them. Thank you for your time and I shall endeavour to get any future other mods done correctly and posted when I am wide awake.
  15. They add new parts in to that folder that use those models and textures. And won't stop the original parts from working. The internal corrects the mistake the original Author made in getting the Kerbals to not wear helmets in the car and won't change anything but that. This is the original This is mine.
  16. Sorry my mistake. they are the original model files which I just realised I stupidly left in. I will just go and downgrade it. Downgraded now. Much lighter. Sorry, It is 4 am and I should be asleep. Best go get some.
  17. A config file only mod that creates parts out of FASTCORP Autogarage's Delorean Time machine,Squad's Juno engine and Breaking Ground's Hinge to make a Flying Delorean with transitioning wheels that both drive and hover. Obviously those parts are dependencies for this to work. The Juno type hover engines are optional as the wheel hover jets work well. Due to the way the original wheels were made, you need to turn the first 1 on anticlockwise 90 degrees to be the correct way up to drive, then just clone it for all the others. Prebuilt craft included in the Autogarage folder, just copy it to your save SPH folder. All parts turn up when you type Delorean in the part finder. Allow this to unzip in the Kerbal Space Program folder and allow the Internal config to overwrite the original. This just makes it so they don't wear their helmets when driving. The wheel configs have been upgraded to the 1.12.1 system. Controls for prebuilt that are included in it's craft file. description = 1,Toggle Car Jet Engine power.3,Toggle Wheels Jet Engine power.5,Toggle car generator to turn liquid fuel to electricity(generally not needed and is thirsty)7,Toggle wheel steering(requires 2 taps to start, used to lock wheels so they don't alter thrust direction when flying, which stuffs up yaw.)9,Toggle hinge power(turn off hinge power when parked to stop electrical drain)10,Toggle hinges from drive to flight.Custom 2,Control throttle of wheel jets. Need 80+ throttle to take off and about 73 to hover. They take time to adjust so change ahead of time and wait till they catch up. License: CC-BY-SA-4.0 https://spacedock.info/mod/2860/Flying Delorean?ga=<Game+3102+'Kerbal+Space+Program'>
  18. Managed to make a config only version of the Flying delorean and it is now up on spacedock. You will need to have FASTCORP Autogarage and Breaking Ground to make it work. https://spacedock.info/mod/2860/Flying Delorean?ga=<Game+3102+'Kerbal+Space+Program'>
  19. My apollogies to @Just a random person, but there aren't many I know that on at the moment.
  20. Do you an index of all the members who haven't been on for 7 years? @Starhelperdude?
  21. Yep. was unclear. Yes in real life this is already a thing. Airbrakes fit in smoothly to the skin when not being used.
  22. Not with stock ones. I know that there are some mods out there that offer other sizes, but I haven't tried them. It is the module in the config that determines how mush they affect air flow when used. This is what it looks like. I will bold the parts that are used to calculate. Remember if you try to make your own part, always "SaveAs" another name before you change anything and then change "name =" to something unique to you. Also change "title =" to something else so you know which part is yours in the parts list. MODULE { name = ModuleAeroSurface useInternalDragModel = True dragCoeff = 0.6 deflectionLiftCoeff = 0.38 ctrlSurfaceRange = 70 ctrlRangeFactor = 0.2 ctrlSurfaceArea = 1 actuatorSpeed = 20 transformName = Flap defaultActionGroup = Brakes liftingSurfaceCurve = SpeedBrake ignorePitch = true ignoreYaw = true uncasedTemp = 1200 casedTemp = 2400 }
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