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Posts posted by Mekan1k
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That crew carrying tank looks awesome, but I think it was done before. In fact, I am very certain it was done before. Oh well. I can't find it, so cool!
Edit: FOUND IT!
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6 minutes ago, V8jester said:
I think it's due to the atmosphere curves more than anything. He and I were discussing that but neither of us had had any issues yet. What was the functional ceiling you found with the engines thus far?
38.7 km. At 1.35 km/s.
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Since I am testing, Here are some pics! This is the Ducted Flier, a test vehicle with 4 ducted fans, all powered by a reactor. It's rather heavy, but comfortably flies at
2518 kilometers. (warning: may break the sound barrier if glared at)Takeoff configuration:
Taking off is smooth and slow:
The cruising configuration:
No airbrakes- because this thing is slow enough already. To land, just turn off the engines and glide down... Or hover down. I can't do that, but someone might be able to.
Note for Zodius: I don't think ducted fans are supposed to be able to push something past the sound barrier. You may want to set a steep thrust dropoff as the craft approaches 300 m/s- since this thing can reach 800 m/s, it's a bit overpowered still.
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7 hours ago, ZodiusInfuser said:
I would be interested... I also just want to use the parts. I love tiny props. Especially ones that can be used to build tiny drones. Like that one^
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Huh... The parts don't appear to work in 1.1.3. Oh well.
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I will assume this will work in 1.1.3 as well... I'll let you know if it causes a problem.
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The Truck wheels don't work. Still love the pack, but I used to use those quite a bit when building rovers for my base.
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35 minutes ago, SuicidalInsanity said:
@Mekan1k: Do you have FAR installed? The BigS wing pieces have a FAR configuration MM patch that disables the stock ModuleLiftingSurface because FAR doesn't use it
I do not. I will see if I can remove that file.
35 minutes ago, SuicidalInsanity said:@Mekan1k: Do you have FAR installed? The BigS wing pieces have a FAR configuration MM patch that disables the stock ModuleLiftingSurface because FAR doesn't use it
I do not. I will see if I can remove that file.
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It seems like the Big-S wing segments don't produce lift according to the editor. I'll look in gamedata.
File says it makes lift... Huh. Well, I will use them like that. Annoying that it doesn't look like it in the editor. Picture shows the oddity.
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So.. Dumb question, but will the 1.2 version work on ksp 1.1.3? I'm asking because of the 1.2 prerelease.... And I already have enough mods that my game takes forever to load.
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I love these- and want to use them! Question though- which other mods would you recommend to use for getting a orion-size to 2.5m adapter?
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In the word of me when I discovered what the Orion drive was... Damn man. That's EPIC.
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.. Ok, I'm just going to assume this works in 1.1.3. Correct me if I am wrong.
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8 minutes ago, goldenpsp said:
read back. known issue. Should be fixed in the 1.2 release.
Thanks.
And, for those of us that want to hotfix it, change these lines in the KER_Wheel_01.cfg file:
animationTrfName = RoverWheel2_C animationStateName = StowKaribouWheels
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Um... I am in 1.1.3, and I can't get the wheels to work. I mean, they work, I can drive, but they do not retract. Or extend. If there is a fix, or a known conflict that causes this, please tell me.
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Using this with
seems to cause the buildings to become... Offset. Quite badly in some cases.
Or it could be because I use a metric ton of mods. Seriously a lot of mods. Still, anyone else have this problem? -
Well, we are waiting for you... And these tasty-looking parts will be worth the wait.
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3 hours ago, SpannerMonkey(smce) said:
It shouldnt do as they are in very different locations
It is though.. Or it could be because I have a ton of mods. Moar testing!
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It clashes with kerbal cities.... So I will need to choose one...
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Sorry, but I need to ask this: Where is this city? I want to get there, but I have no idea where 'there' is...
Nevermind. Found it... And it looks awesome!
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On 6/14/2016 at 3:33 PM, bigguy4u said:
When I try starting openGL in steam it doesn't work, it only crashes on start up. Could someone help me?
-force-glcore seems to work.
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What about telematter? (Using Quantum Teleportation to transfer antiprotons for a annihilation-powered engine from one location to another? That way, in late endgame, you could have very high thrust high ISP engines that can only function if you are generating enough antiprotons from a near-solar base)
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I posted the same request for a truly automated launch pad setting to the creator of EL. Hopefully he will respond.
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Is there any way to have a construction part (that usually requires kerbals to function) not need kerbals to function?
[WIP]Escape Pod Mod - REKT development thread
in KSP1 Mod Development
Posted
Yes. Color it something florescent: maybe whatever color kerbal blood is supposed to be.