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Nobody_1707

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Everything posted by Nobody_1707

  1. OMG! You are now in charge of Deadly Reentry? Do you know what this means? Proper FAR integration!
  2. Officially anyway, I updated my copy to 0.20, but the license says I can't distribute modified copies. You can use the unofficial patch and place it in the legacy parts folder and it should work fine though. KW has the best fairings. Also, I can confirm that the GUI clicks through, at least for the button.
  3. The inside view looks like Marathon. I love it. I totally need to hollow Ike out, fill it with MMM corridors and colonists, strap some engines on, and send it to Tau Ceti.
  4. But if you made a part that only has the values that you changed in it, such as, "MyMod/Parts/ModifiedStockPart/part.cfg" could you use the ModuleManager to set the rest of the values to be the same as the original part? If you could then that would probably solve his problem.
  5. I'll try that... No, that didn't work. It seems like 0.20 just doesn't like the interior of the Gemini capsule. Does anyone know why?
  6. Which is amusing, since all of Picard's ships had the new style nacelles. Nice, and if he did that modular version then I could flip the nozzle the right way up.
  7. Okay, I'm looking into it now. I have no idea how to fix that.
  8. You mean it fixed itself without you downloading the new one?
  9. Oh, that explains a lot. I thought I was just sucking at rocket design a bit more than usual.
  10. Oops, the 't' on the PART tag was lower case. That'll teach me not to use the shift key instead of capslock. Have you noticed any other parts not working? The engine should work with this one: FASA 1.3
  11. I've updated it for 0.20. Put the FASA folder in GameData, and the ships in Ships. Due to a typo in one of the config files, a new link has been provided in my next post.
  12. You could probably do the more conventional ships like the Lancer II. Especially if the lasers are merely decorative.
  13. 164. We're actually interested in exploring and exploiting space. 165. We've never killed a legitimate DARPA project because "space is our job. waaaaah!" 166. We build rockets out of stuff we find lying on the side of the road, but they work anyway! >_> I think I may be too young to be this bitter about NASA.
  14. I can update it for you. Give me a few minutes then I'll upload it. Here you go. Unzip that and put it in your GameData folder and it should be golden. I couldn't think of what to name the mod folder, so I just called it kerbtrek. As far as I know you can rename the folder to anything and it should work fine. In case you were wondering the only thing I needed to do was to wrap the part.cfg file in a PART tag and then put the warp1 folder inside the kerbtrek/Parts folder.
  15. Okay, sorry I haven't posted in a while. Here are my thoughts after testing out your warp drive a few times: It doesn't want to connect radially. I had to use radial attachment points to get them to stick. After I did that they weren't angled straight up and down, so I had to fix that with option-shift. These things clearly don't have structural integrity fields, since they break off the ship as soon as I throttle them up to full. I was also getting phantom spin, but that's probably because of the radial attachment points. The blue warp trail makes sense, but do you think you could make the ramscoops at the front glow red kind of like the surface of the Kerbol? Also, the idea that it magnetically bends space makes a lot of sense. I would try and make it so it could provide precision turning by itself then lower each nacelles thrust to half the thrust of an ion engine and find a way to make it multiply the thrust of other engines based on how high you throttle it. Then I'd make it use enough electricity that you would basically need an antimatter reactor to power it, especially if you use ion engines for impulse. PS. 3000 ISP isn't as fuel efficient as I thought it would be.
  16. Also, I find it physically impossible to do my gravity turn below ~30km without either loosing control of my rocket and/or accelerating to much in the lower atmosphere and exploding from the friction heat(I'm using Deadly Reentry). I have no idea if this is problem with my rocket, Deadly Reentry, FAR, or some combination of the above. I can provide the craft file if you need it.
  17. Ooh, if these were just a little more Matt Jefferies then they'd be perfect.
  18. Wait, you meant this doesn't work? I guess I'll just have to wait for .20 then...
  19. Okay, I'm not sure I've read this right, you said that you can configure an engine to use multiple fuel types. Does this mean that you can make a rocket that gets its oxidizer from the atmosphere and switches to LOX when atmosphere thins out too much?
  20. Thanks, I'll try waiting for 50k to turn. I like how your cockpit is coming along. Oh, and FAR actually makes it easier for aerodynamic rockets to get into space, because it has realistic drag instead of the constant pea-soup effect that you get in stock. The problem is that non-aerodynamic rockets can end up with even more drag than stock. If I had a square decoupler then I could put the whole thing inside a fairing, but until then I'll just launch the Lackluster Vehicles like Lack showed me.
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