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Andon

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Everything posted by Andon

  1. That is, essentially, what the intake fans are for. I'm no engineer or physicist, but I think the mass would outweigh the gains on your traditional propeller.
  2. Take care to look at the liscences of some of the packs. Some, like Kethane, prohibit anyone else from distributing them. Others don't care.
  3. Yay! This is JUST what I wanted as soon as I heard about biomes! Curious it took this long, but hey, not complaining.
  4. The term you are looking for is fairings. There's the Procedural Fairings mod, which will make fairings to fit your payload, and KWRocketry has some fairings as well.
  5. OK, so one thing I noticed the other day when I was setting up a rocketpart tank for my own use. The ugly green tanks had 20t of resources in them - so it was based on volume/density. You'd have different amounts of rocket parts, ore, or Metal in them. The new tanks have set amounts and are all the same. Is this intentional?
  6. ROUSes? I don't think they exist. The only thing I'd really like to see (Soon at least) is temperature having an effect on things. Take Venus for example - Things don't last long on the surface because it's just straight-up ridiculously HOT and breaks things fairly quickly.
  7. This is amazing. Now we need to get Scott Manley to fly it.
  8. Right click on one tank. Alt+Right click on another tank. you should now have "In" and "Out" options for all fuels that the tanks share. Obviously, you won't be able to put Monoprop in a Jumbo Orange tank, but between two standard tanks or monoprop tanks or what have you, you'll be fine.
  9. Ladies and Kermans! I present: HotRockets! with ModuleManager. If you know how to install things, you'll be fine. Even includes the latest ModuleManager for your convenience. This would have been a whole lot simpler if Squad updated their rockets to use the newer "ModuleEnginesFX" instead of "ModuleEngines" - I had to remove the offender and add in the new one, so this may not work with other mods. I give no guarantees about this!
  10. I'm fiddling around with getting ModuleManager to work with these. I know that, like many people, I don't want to go messing with the Squad folder
  11. All of my planes turn to the side on the runway (And it seems, only the runway). The gear leaning I've only encountered when the plane was too heavy or when the gear was angled funky.
  12. Relevant to my prior post: Reducing it to 1 or so is fine for small light aircraft. For any sort of large aircraft, I've had to reduce it to... 0.0125 is my only success on a moderately large craft. Larger ones would probably need even lower values (Perhaps even 0? I'm not entirely sure what this even DOES).
  13. So I've been poking around in the config files for landing gear and testing things. Reducing the sideways stiffness in the config files (GameData\B9_Aerospace\Parts\Utility_Landing_Gear_HDG) improves the performance. Initially, I thought increasing it would work better, but then I didn't make it 10m down the runway before disassembly. Reducing it to 0.05 (Yes, just a random number) made it take off like a dream. I'm going to poke around and see how high it'll tolerate before it starts to destroy itself.
  14. First: After 1 second, it starts to count down in milliseconds - So, between 0.999 and 0.000 seconds (Except it's denoted as 999-000 ms) - Watch the actual warp indicator. Second: As said before, make sure you've engaged your autopilot. I generally do that FIRST because the "Launch to Rendezvous" tends to start high-warp immediately. If you're in doubt - Hit autopilot, hit LTR, then hide the autoascent box and wait. It'll take off.
  15. Any fix for it? Any way to reset the orbital constructor? As said, this was the first time it happened to me. It's largely irrelevant for me now - I've moved the ship to a Kerbin orbit and am in the process of recovering the crew and dumping the ship into the atmosphere (I need a better one with more storage) - but it would be nice for future incidents if they occur
  16. Yep, pipes connect as one unit. HOWEVER! Winches that are connected to ports (The little yellow thing) can be connected in non-docked mode, and allow for connecting different ships. But I'm not sure exactly what would happen to things connected past the load limit. I'd take a look at the welding plugin (Ubizor's welding, I think). It lets you turn several parts into one part, which greatly reduces the load on your computer. There are some limitations on it, but it can help with some things.
  17. What happens if you use it on Kerbol? Or does Kerbol eat it first? EDIT: Also, I think your forum title should probably be "Junior Planet Destroyer" now...
  18. I've had the same issues (Often worse!), and I can't seem to fix it. I've gone to using stock wheels for now.
  19. OK, so I've come across an issue. I have Bob and Jensey in orbit over Minmus, where I wanted them to scan for ore and Kethane. As it turns out, I forgot my Kethane and Ore scanners at home. No big deal, they're in an orbital factory. I'll have them make one. Make a kethane detector, dock it to one of the spare docking ports. Then I go and put the small ore detector as its own little subassembly. Build that, and it explodes. OK, this is like the ninth time I've had to re-do this (Due to various needs to go and reload) and it's the first time it's just exploded. Go to build another... and the only option is release. Which is doing nothing. I figure maybe quicksaving and reloading will do the trick. Nope! It doesn't! And now I can't revert to the quicksave before I attempted it. Any solutions?
  20. So, I was just thinking - The toolbar automatically checks if there's a more up-to-date version available. Perhaps this functionality could be expanded upon for plugins that use the toolbar, so that when they're updated, the toolbar will ping right at startup as well?
  21. You can go into the config file and change the EVA-only bit for the doors. Don't remember the specific name for it though.
  22. yeah, right click brings up the info and further right click brings up tweaks. Then another right click to close all.
  23. As far as I am aware, the answer to that is "Never" - Would be nice if it did though.
  24. With the slider, no. But you can click the box and type in whatever value you wish.
  25. The way I run MJ/FAR ascents is probably not the most effective, but it works. Turn Start: 5km Turn End: 75km Turn Shape: 125% You've got to type in the 125% yourself, but MJ's perfectly happy to use it once you do.
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