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Weatherman159
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Everything posted by Weatherman159
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[0.22] Extraplanetary Launchpads Legacy Thread
Weatherman159 replied to skykooler's topic in KSP1 Mod Releases
Noticed that as well. -
[0.22] Extraplanetary Launchpads Legacy Thread
Weatherman159 replied to skykooler's topic in KSP1 Mod Releases
Not just you. Same thing here. -
[0.22] Extraplanetary Launchpads Legacy Thread
Weatherman159 replied to skykooler's topic in KSP1 Mod Releases
I'm actually working on a small mod to do just that, that is, convert Metal to SpareParts for use with Orbital Construction. -
[0.20.2] Resource Generation Module (0.28)
Weatherman159 replied to Fel's topic in KSP1 Mod Releases
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? -
[0.22] Extraplanetary Launchpads Legacy Thread
Weatherman159 replied to skykooler's topic in KSP1 Mod Releases
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? -
Rubber Band Inc: Caterpillar tracks.
Weatherman159 replied to electronicfox's topic in KSP1 Mod Development
Oh all right have some -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Weatherman159 replied to ferram4's topic in KSP1 Mod Releases
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.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Weatherman159 replied to ferram4's topic in KSP1 Mod Releases
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.- 14,073 replies
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[0.25] PartCatalog 3.0 RC8 (2014-10-08)
Weatherman159 replied to BlackNecro's topic in KSP1 Mod Releases
The FORCE VERTICAL is kinda broken, it keeps forgetting the setting (the line is being erased from the file randomly). -
There should be a compass icon near the bottom left corner of your screen. Click it and you're done.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Weatherman159 replied to ferram4's topic in KSP1 Mod Releases
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.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Weatherman159 replied to ferram4's topic in KSP1 Mod Releases
You don't put the Source folder anywhere. It's just the source code for the mod.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Weatherman159 replied to ferram4's topic in KSP1 Mod Releases
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.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Weatherman159 replied to ferram4's topic in KSP1 Mod Releases
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.- 14,073 replies
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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?
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[WIP Plugin] Extraplanetary Space Centers!
Weatherman159 replied to skykooler's topic in KSP1 Mod Development
The list of awesome mods I need to add to my game just keeps growing. Yay. -
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.
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Rubber Band Inc: Caterpillar tracks.
Weatherman159 replied to electronicfox's topic in KSP1 Mod Development
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.