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Spanier

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Everything posted by Spanier

  1. That's not the reason, why it doesnt work, it's nearly perfectly stable, but is unable to follow my commands because of some flaperon weirdness.
  2. I have problems using SW Winglets as flaperons with FAR: The winglets pitch instead of rolling, how can I solve?
  3. On pressing [Q] or [E] this happens: The roll indicator was seen to swing to the left on pressing [Q] as does the pitch indicator. EDIT: The pitch indicator moves because the SAS tries to stabilize the craft and moves the foreplanes. The [E] and [Q] keys move the flaperons symmetrically as I try to roll without SAS, but the should move inverted, shouldn't they?
  4. I mean, that as I'm pressing [Q] or [E], both the foreplanes and the flaperons do ONLY pitching actions, acting symmetrically on the left and right side. What I expect is that only the flaperons turn invertedly, or am I wrong?
  5. I have a problem with this ship: Whenever I try to roll it pitches, not that the ship reacts to the actions of the wings by pitching, the wings pitch as I'm pressing [Q] or [E]. What's wrong?
  6. Would it be possible to change textures of a part with an extra GUI from within the action group tab, so you could implement coated wingsections without adding even more parts to the buiding menu. And may I repeat the request for inline batterypacks for Mk2/S2/2,5m in B9 style?
  7. Will you eventually add battery packs for all the different fuselage sizes?
  8. So what's about the idea of procedural heat shields, will it be implemented one day?
  9. So will you adapt the techlevel system to the R&D? Or you could expand it and allow different motor types with different research points: Pressure fed Staged Combustion Cycle Gas generator (Expander cycle)
  10. Is this mod compatible with modular fuels? If so I take it.
  11. Could you alter the fuselage parts so we can do interstages for engine clusters like this: http://forum.kerbalspaceprogram.com/showthread.php/48865-0-21-PWB-Engine-fairing-for-clustered-engines Not exactly, that the interstage separates on its own, but sticks to the lower stage.
  12. A wish from my side: Please add an option to set the Longitude of ascending node for inclined launches. Would this be complicated?
  13. What about that: http://forum.kerbalspaceprogram.com/entry.php/461-Introducing-Kerbal-Dynamic-s-DrawingBoard%E2%84%A2-Procedural-Parts-Generator!
  14. Another cool addition would be, that you could adjust the number of fairing parts you can attach to the base by hover and pressing
  15. Pressing R does only affect the fairing, when something is inside. When you try to use it as adapter between 2 different sized parts, it only uses the direct connection line.
  16. Why should I use a second decoupler, when the fairing base allready contains one. I allways wished, there was a way to create engineclusters with interstage without the need for strut-cube spacers. And the new interstage fairing base is exactly what I wished to have, a real decoupler with interstage, like the real rockets have it. But it has this little design flaw of sticky fuselage.
  17. Well, but your solution doesn't allow it to have say a 4 engine cluster on the second stage with an interstage, that doesn't split up into 4 and doesn't have an annoying gap to the upper part. Anyway, is there a way, to properly shield the inside of an interstage fairing for FAR. I tried to create a 1-man apollo and half of my lander-parts were exposed to drag.
  18. It does not "block" the exit, but the hatch sticks to the tube walls. When you just use 1/4 of the tube walls it works, because only one fuselage part can't hold it enough and the hatch roles down as soon as you release the decoupler of the fairing base
  19. I tried to build interstages and launchtubes from the fuselage, so I don't get those 4 parts separated, but instead of decoupling the top part where the interstage fairing adapter is attached to, this part stucks to the fuselage: when i make four of the fuselage, the hatch doesn't open
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