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Mekan1k

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Everything posted by Mekan1k

  1. The jet engine needs hotrockets to be truly EPIC.
  2. The Mk2 Probe core also needs intakes. Ideally, ones that unfold, so that you can open them for take off and close them for exiting/entering atmosphere.
  3. Those cruse missiles... Would be AWESOME single-part small drones- for kerbal scouting and recovery by explorers. I want to be able to steer it around.
  4. I, too, want the docking boom. Looks AMAZING, and would be perfect for aircraft refueling if there was a small docking link to mate with the boom.
  5. Fixed: https://www.dropbox.com/s/oqgeugd8uhbg1wl/B9Expansion.zip?dl=0
  6. Is there a way for ModuleManager to check if a part is having multiple CFG's apply the same part, such as the modular fueltanks cfgs, to prevent parts from having duplicate segments of the mod cfg?
  7. Mostly updated files are here: https://www.dropbox.com/s/oqgeugd8uh...nsion.zip?dl=0
  8. I can't see any of the new planets that are supposed to appear. Mods included: I loaded OPM without having Kittopia or Kopernicus, and I don't have KoppernicusTech.
  9. I have the Outer Planets mod- and that's it. For mods... Here's a picture: None of the mods that are supposed interfere with KopernicusTech or Kopernicus or KittopiaTech are in there- I think.
  10. How so? The restriction ends up being relative to the electrical power, which is a restriction anyway.
  11. B9, you are a genius. These wings are amazing! The vessel shown is stable at mach 1.875, 19.5 kilometers up, and has 5 hours of flight-time.
  12. Awesome! (And just to let you know, I cannot make decent VTOL/STOL aircraft to save my life. They either do somersaults when changing from VTOL to Normal flight, or they experience... Unusual cataclysmic structural failures due to FAR.)
  13. Dude- you have talent. The only thing I could suggest for some of these would be adding Hotrocket emissives to these parts. I LOVE THEM- and look forward to seeing the FAR and Hotrocket updates.
  14. Why not have the engine auto-generate a small quantity of mass with an arbitrary name? That way, you can be reliant on ExoticMatter, and run off the other material as the 'mass' for your mod. For example: EFFECTS { powerflame { MODEL_MULTI_PARTICLE { name = flameion1 modelName = MP_Nazari/FX/flameion transformName = thrustTransform emission = 0.0 0.0 emission = 0.10 0.00 emission = 0.15 0.45 emission = 1.0 0.75 speed = 0.0 0.75 speed = 1.0 0.97 } } } MODULE { name = ModuleEnginesFX //engineID = rocketengine //runningEffectName = powersmoke directThrottleEffectName = powerflame thrustVectorTransformName = thrustTransform exhaustDamage = False ignitionThreshold = 0.1 minThrust = 0 maxThrust = 80 heatProduction = 0 PROPELLANT { name = ElectricCharge ratio = 12.0 } PROPELLANT { name = GravioliSlurry ratio = 0.1 } atmosphereCurve { key = 0 420000 } } MODULE { name = FXModuleAnimateThrottle animationName = colorAnimation dependOnEngineState = True responseSpeed = 0.5 } MODULE { name = ModuleGenerator isAlwaysActive = true OUTPUT_RESOURCE { name = GravioliSlurry rate = 20 } } RESOURCE { name = GravioliSlurry amount = 20 maxAmount = 20 } The above component is an engine that works off incoming electricity only. It's simple, and game-breaking, but it works, and therefore is a decent example.
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