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blackheart612

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Everything posted by blackheart612

  1. That's the Mk1 but if you're comparing it to Hummingbird Mk2 anyway, you're still right. Which means there's a possibility of a black hawk cockpit in Mk3S1.5 bulkhead, right? Because Mk1 is too populated. Who knows, helicopters come in all shapes and sizes. At least the little bird is actually gonna be a little bird.
  2. @NotDavidTenant For good reason. If you could browse back for a few pages, there are reasons there. @Voidryder Good to know, I do appreciate those words. @[INDO]dimas_1502 Hmmm, here's a size comparison of prototype helicopter and Hummingbird Mk1
  3. Im back from the depths of wherever, still busy, where Im working at does not want me to go for a while + real life issues really squeezing me tight, Im playing games to ease up too. Anyway, that doesn't mean I haven't been developing but very slowly. Sorry if I haven't been updating a while. Here's a teaser for the future. Not yet done completely, a lot more to come. The size is an Mk3S3 but Mk3S1.5, it's a new bulkhead, basically an Mk3 with 1.875m diameter.
  4. Make sure you're using the correct version of the mod in the correct version of KSP.
  5. Best of luck! There's an awesome journey ahead. Meanwhile I'll be returning from my short break hopefully soon. Maybe a little more than a week.
  6. @Bottle Rocketeer 500 I don't know how to read. I just read the post I was tagged on and the issue, saw the awesome pics and replied. My bad.
  7. There's nothing wrong with it, I've answered all your questions, don't be afraid to ask more or suggest more. I love to know what people think. @JH4C Yup, the fuel cells supercharge batteries. Also, this was actually only tested in sandbox so naturally, it doesn't consume electricity while coasting. Though, technically it still shouldn't while in Career mode. Does fusebox show that the wheels themselves are using the electricity? Not SAS or some other part? @TiktaalikDreaming Thank you, I'll refer to that when I am not already experimenting on configs because I easily get distracted and get lost. So I tend to focus on one stuff at a time...
  8. Yeah, don't forget to add the layers properly everytime, they cause the IVA to be wonky. Make sure your external cockpit export is properly oriented too, there's an issue where if it's not properly oriented, it will change it's orientation upon revert to launch. You can test it by, well, reverting to launch and see if it changes orientation using the navball. Also, that looks like a Bombardier CRJ... I planned to add CRJ parts...
  9. @neistridlar I find myself lost whenever I have a work not started by me (I know because I help a few people fix their stuff). It's difficult for me if I haven't started the workflow, so it would be best for you to use your models to contribute. Plus you'll get the well deserved credit. More often than not, the Original Post Author gets credited for most of the things in a mod if it's a collaboration. Don't hesitate to ask me if you need anything.
  10. Then it can not be, no plug-in for Grounded is the rule! Though, maybe one day, it could be optional.
  11. I'm not quite sure about the seats and I can't remember if I crammed as much as I could on the S2 Passenger Cabin but I probably did. The stock seat dimensions aren't big enough for the kerbals, even if you could put them side by side, their hands overhang the armrests and clip with each other leading to a lot of adjustments removing a few seats completely. That's my guess from how it looks right now, but sure, I'm interested in adding more passenger cabins of course, doesn't stop you from making your own, though. I certainly am not stopping you.
  12. @neistridlar I can still reply here from time to time, though. Not much time to fire up KSP. @Bottle Rocketeer 500 I'm using my own custom config for ReShade, it's wonky on 1.4.x, reloads every scene change, forgot how I fixed that issue on a game before. On SVE, I use HD, running on relatively low FPS, you'll see on my vids.
  13. I don't understand much about all types but the decals here are just customized through having a custom image file (easiest is png) and refer it through the tutorial in the OP. If you want numbers or letters, you need to put the png yourself.
  14. Hope you guys are fine with me not being able to tend much for the past few weeks. After this month's done, I theoretically should be able to come back. @Bottle Rocketeer 500 Scatterer and ReShade contributes to most of the looks. EVE/SVE too. @Polestar I can't look into it right now but don't hold back, I'm checking back on suggestions to see if I can add them later. @neistridlar Thanks for looking into it, I just can't get ahold of myself right now. Real life stuff. Next month, hopefully!
  15. I don't use B9 PWings, does this look like a B9 PWings thread to you? I'm just kidding (except I don't use B9 PWings) https://github.com/jrodrigv/B9-PWings-Fork/releases
  16. You can't, they're like that for a reason. Symmetry is a weird thing in KSP. The only solution is for me to put a direction on how to place them. Which I will in the future.
  17. @Box of Stardust Very nice looking jet! Suggestions will always be welcome, but development is in hiatus until the end of the month, with reason stated from my previous post already (it's not a vacation sadly). @Lord_Chappington I don't think that's bad, I'll check it out once development's back and see. @CanOmer It is indeed mostly taken from their real life counterparts. I don't have enough basis to actually make a close resemblance to any real life engines, mostly in terms of performance, sometimes in blueprints to model them. Except the Solar Impulse Engine which is already in KAX. @UncleAge First time I've heard an issue like that, are you sure it's not a different control point which is the problem?
  18. @neistridlar Let's see, I will not make parts that are already in MH, though, for obvious reasons. @camlost2 Well, firespitter nailed a Kerbal like mechanic for helicopters for me. There will always be mods which can simulate better. The most useful mechanic is its hovering system, though. @Gordon Dry Or wait for me to quit my recent job because I can't stand not being able to not update my mods Which is pretty soon already. Less than a month. @JogntI... forget them from time to time. The Release 20 zip has one I think. @only drift It's possible to increase the weight capacity using FSEngineBladed. I'll look into the balancing issues. @UncleAge What do you mean in right orientation? Using nodes makes them upside down, I remember this is due to the transform requirements of FSEngineBladed. You can attach them radially no problem.
  19. @Ioseg People seldom post just to thank but that goes a long way. I'm glad you're having fun with the mod, and your post just made my day @[INDO]dimas_1502 No need, I'm planning to make 1.875 but still thinking what the parts will be. The 5m parts... really? I haven't even gotten out of 2.5m yet. I barely made Mk3, not even started with 3.75m, the possibilities are endless!
  20. @Ivan Cheung I haven't replicated not being able to put passengers aside from the cab, I remember being able to, I'll test that soon, pretty sure ksp will allow you as long as it is capable of having passengers. Edit: To change part color, right click a part in SPH/VAB, then you can either click on the boxes which indicate the color or use the arrows on the sides of it. @UnanimousCoward On the Kerbal portraits, there's a tiny circle on the left side, click it and it shall give you transparency, at least until you IVA again.
  21. @kcs123 Oooh, today I learned. Bouncy wheels are a part of 1.4.x update, I'm currently not sure how to fix it but I feel like it's fixable but I'm gonna have to study it. @DasBananenbrot Always good to see you back @SquaredSpekz @allista has been here before with the same request. The problem is FSEngineBladed, as I understand it, isn't just an engine, it's a moving wing that provides lift just like real helicopter blades. It's a completely different module from ModuleEngines, I'm quite certain it's not going to be easy. @nascarlaser1 Download my sample crafts, make it light, don't carry too much fuel and the rotor should be on the center of mass so that it doesn't flip the craft. Think of a rectangular plank which has a center of mass on the center, if you poke a few centimeters of the side, it will flip the plank. That's the force of the rotors flipping the craft due to being off-center relative to the CoM.
  22. Awesome! I linked this post to mine as well for ease of access to those who need cross reference
  23. I just knew about this issue while playing a few days ago, works properly on 1.4 back when I tested it, seems like a 1.4.1 issue, I'm not quite sure yet.
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