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zombiphylax

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Everything posted by zombiphylax

  1. I'd like to point out that rbray's 2 major mods have a bit of a naming scheme, A.T.M. and E.V.E. Adam and Eve.
  2. It's the Scatterer mod over in the add-ons development board.
  3. What's more amazing is he hasn't had to stir the conversation for the last 6 pages...
  4. I've been playing for 3 years now, so my interest is finally waning. I suppose that's good news for my back-catalog of other games for now...
  5. Ahh, that's a shame. I might try something like it next, or perhaps something like a "stealthy" fighter. Thanks for sharing! Thanks! This is actually what I was going off of:
  6. Thanks for the compliments! This design originally looked like your first one (like a Eurofigter or the VECTOR), but I couldn't get it balanced. I really like your last bird, would you mind pointing me to a .craft file download?
  7. Thank you! It turned out a bit better than I expected. Gracias, have you had a chance to try it out?
  8. The performance sounds appealing, but the number of wings seems excessive. With the one you're currently building, are you trying to simplify it at all? It just seems...busy. How many tries did it take you to land upsidedown?
  9. The Y-5 PRISM (Post Resolved Induced-Stall Maneuvering) After trying to recreate the X-31, and failing, in a FAR-modded KSP, I decided to see if the Rockwell SNAKE design might be better inspiration. After a little bit of tweaking, I managed to get a stable supermaneuverable x-plane. It's pretty fun to fly around, once you get used to using throttle to help you (though if you keep the throttle at ~66%, you should be fine for a lot of stunts). (Download .craft file here (MediaFire)) REQUIRES FERRAM AEROSPACE RESEARCH FOR POST-STALL MANEUVERABILITY
  10. So in your KSP folder, you should have a GameData folder (C:\Whateveryourdirectoryis\KSP\GameData), in there you need the BoulderCo folder both this mod and the Texture Management mod come in (C:\Whateveryourdirectoryis\KSP\GameData\BoulderCo) which has ActiveTextureManagerConfigs, CityLights, and Clouds as folders (C:\Whateveryourdirectoryis\KSP\GameData\BoulderCo\ActiveTextureManagerConfigs etc etc). Back in your gamedata folder, you need to dump the ActiveTextureManager folder from the download, and the new EnvironmentalVisualEnhancements folder (so C:\Whateveryourdirectoryis\KSP\GameData\ActiveTextureManage, and C:\Whateveryourdirectoryis\KSP\GameData\EnvironmentalVisualEnhancements)
  11. Looks like an early BOR prototype to test various systems for the Buran. I was thinking more MiG-105ish, but that looks much closer to what I wound up with... Thank you. I've done a bit with single-pilot return vehicles, but anymore, why go through the launch to bring them home one at a time if you can bring back a few more for just a little more?
  12. So, a couple dozen of you have downloaded this, would anyone mind giving me feedback?
  13. Exactly, if only the launch platform were as sleek... Please do! Though, there's not much trickery, mostly balancing. There's a probe core and a thermal generator in the fuel tank behind the cockpit, but the tank has been emptied of fuel so I don't feel like that's too-cheaty, and there's some slight overlap of the wing parts for blending, but the rest is pretty much what you see.
  14. Thanks, I agree though; many of the stock spaceplane parts need some sort of artpass, they've been placeholders for years at this point. Sorry about that, by "trimming the pitch back" I meant so the plane pitches up (alt + s). I prefer to manually tap "s" myself coming in though so I can control speed a bit better.
  15. The Zephyr life-boat shuttle (Download .craft file here (MediaFire)) Inspired by the Kliper, and Dynosoar, the Zephyr was designed to safely return crews home in case of system failures on LKO space-stations. The launch platform is just barely balanced, so I'd recommend being gentle, but it should be pretty easy to get into LKO without using the Zephyr's fuel. Landing is pretty straight forward, trim the pitch all the way back, and it'll glide itself in. I'd suggest toggling the brakes on before you touch-down, or it'll have a tendency to bounce around.
  16. This mod looks incredible in-game. Thank you, rbray, this is much more than I anticipated. I can't wait to see how you add rings and whatnot.
  17. If it's anything like my save files, when I switch craft the camera's focus is zoomed-out quite a bit, it appears the craft isn't there, but I just have to zoom-in.
  18. It is technically enough, but you might want to also delete the City Lights plugin in the plugin folder under your BoulderCo directory.
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