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Weatherman159

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Everything posted by Weatherman159

  1. I'm actually working on a small mod to do just that, that is, convert Metal to SpareParts for use with Orbital Construction.
  2. So, wait. If I understand this correctly, I can use this to create a part which will convert a resource into another resource, and be able to toggle said process on or off with a GUI button?
  3. So how do I make it work with Kethane? Just replace the MMI_Kethane.dll in GameData\Kethane\Plugins with the one provided in this mod?
  4. And so they are. It used to have four wheels in the back, but I like this version better. I have to admit, I spent something like ten minutes just driving it over slopes and going 'squee' at the suspension working. Great mod, great mod.
  5. Barely worth mentioning this, but the Mark Four has a 2000 electric charge capacity, which I'm pretty sure is left over from debugging.
  6. Hey there, it's me again. So having solved my previous problems, I immediately started creating new ones. Sorry for spamming the thread so much, but I haven't really found any good FAR tutorials around. I'm building a shuttle-like craft (will be taking off vertically with an external fueltank and boosters) and landing on the runway, so I decided to test its' flight capabilities. It takes off reasonably well, but almost immediately starts to roll violently to the left. It's built completely symmetrical. Help? I have more pictures if you need a different angle. Edit: I noticed the wings were flexing quite a bit when physics first kicks in after launch. Added a bunch of struts to the wings and fuselage, now flies mostly straight. It still wants to plummet nose down when not at full throttle but that is a minor issue.
  7. Hey there, it's me again. So having solved my previous problems, I immediately started creating new ones. Sorry for spamming the thread so much, but I haven't really found any good FAR tutorials around. I'm building a shuttle-like craft (will be taking off vertically with an external fueltank and boosters) and landing on the runway, so I decided to test its' flight capabilities. It takes off reasonably well, but almost immediately starts to roll violently to the left. It's built completely symmetrical. Help? I have more pictures if you need a different angle.
  8. The FORCE VERTICAL is kinda broken, it keeps forgetting the setting (the line is being erased from the file randomly).
  9. There should be a compass icon near the bottom left corner of your screen. Click it and you're done.
  10. Well I noticed that, but when I clicked it nothing happened so I assumed it was broken. Turns out one has to hold it down. Cheers.
  11. You don't put the Source folder anywhere. It's just the source code for the mod.
  12. Thanks for all the tips. Looks like I need to learn to fly all over again....and also build different types of ships . Although I do see a problem in the future. Even if I get proper flying skills, I'd say there's no way to get something like this into orbit. (I don't have a picture of the launch vehicle, but it was basically four asparagus stacks strapped under it) Gah this is twisting my mind. Tall rockets with low dV, that's like...the opposite of what one wants in the stock game. This is gonna take some time to adjust to... Gah n.2 the fairings, the bloody fairings...I don't want to install KW rocketry, but the biggest one I can make in fairingfactory is just too small.
  13. New (potential) FAR user here, I hope you can help me somewhat. I've always stayed away from FAR, mainly because of forward compatibility (me thinking: what if a different aerodynamics system is implemented by Squad and I have to remake all my planes again), but since 0.20.2 seems to be a long-term project for me, I thought I'd give it a try. To my astonishment, my most used planes required only small modifications to make them FAR capable, some of them even behave better using it. I then tried to launch a rocket. Oh god. Help. This here is a fairly standard design I use for transporting rovers to the Mun. Rover size may vary a bit, but I always use this configuration (a rover on both sides) to balance the CoM. Difference from stock is I added the nosecones. It does go up quite nicely in a straight line, but as soon as I try to do a gravity turn, it just flips end over end and heads toward the ground. I do my gravity turns at around 10 km high, going for about a 45° angle. And this is a small one. How I would go about delivering my Kethane mining base, I have no idea.
  14. I see your point. I wasn't really trying to defend the 10x warp as a rule, I just think it should take some time to make a perfect map of a planet, ya know?
  15. The list of awesome mods I need to add to my game just keeps growing. Yay.
  16. I wonder, do the rams use a different plugin than the OmniWheel for the up/down movement? It would seem that way, since omniwheels work for me and the rams don't, but then they both seem to do the same thing...
  17. Out of curiosity, I ran a test myself and got a full map of Kerbin in under 5 hours at 10x warp. That doesn't seem all that unreasonable to me.
  18. We could still do the missions without his plugin, right? I mean, the whole chain of increasing efficiency and so on. I for one don't want to be railroaded into specific missions by a plugin, I want to plan them myself.
  19. It seems pretty good already. Will definitely be keeping an eye out for this one.
  20. I've been re-designing my mobile kethane drilling platform for a while, but it was missing something to make it awesome. Having found this, I now know what that something was.
  21. Looks like something a Kerbal can get into...Gas chamber? (for production, obviously)
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