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Darren9
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Everything posted by Darren9
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Post your real life or almost real life 'planes here!
Darren9 replied to stanonwheels's topic in KSP1 The Spacecraft Exchange
I have a EuroFighter and another F22 Kraptor with a fold out and extending IR weapon bay. -
I think it was my messing with Ubizor that was the first problem I made a cleaner install and the trailers stay. I'm getting another problem though, I hooked 8 up and I'm not able to load a quicksave with them all connected, one or two drop the link, it seems a bit random, I connect them all up again, drive a bit, do another save/load and a different link is dropped. Maybe because I'm using a two wheel trailer and not lowering the third wheel before I save? Just encase again More_KSP_Logs.zip
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Debris is set to 0 because a lot of my crafts ends with an amount of it I was attempting jet powered caravan racing, it ended badly at the ramps by the VAB and that's when I tried the quicksave, what seems strange though is I left the scene and went back to the SPH seven times to get all the vehicles and hitch them up OK.
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Ah, so it could be not you then. The caravans are probes but it's an Ubizor weld with the probe core welded to structural panels as a single part, they drive around and are controllable as individual vehicles. I'm not sure why they'd turn to debris but it could be down to Ubizor, I'll try without it.
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I tried to load a quicksave that had seven trailers hitched up to a tractor and all the trailers vanished If you're wondering you get some quite extreme snaking pulling seven two-wheeled trailers - it was hard to get above 10m/s. I saved the LOGS just encase it'll help, there's a lot of other mods in that install though.
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How do you know what is or isn't outside of the universe to make what seems like a definite statement?
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Darren9 replied to BahamutoD's topic in KSP1 Mod Development
I'm not sure if this should go here, it's EVA enabled missiles, rockets and a mini-gun that Kerbals can pick up and use, it needs a second Kerbal to load the missiles onto the launcher the first is holding. Maybe someone with a lot more skill than me will see it and make some better models, I can only rescale BahmutoD's existing ones. You never know, it may happen -
It's six bits of B9-Procedural Wing and a couple of Infernal Robotics hinges. Has the advantage that you can stick weapons on the inside of the doors and they swing out but it all goes a bit bad if you try and change direction above mack 1.5. I actually removed the FAR wing module from those bits in the hull because I didn't think they should make lift but it'll still need some Quantum or Active struts to hold the IR hinges at higher stress.
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I'm a bit of a sucker for the stealth jets myself, this is KSP though, it seems wrong not to have the Noviplano feature.
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Let's Burn Down the Earth's Forests!
Darren9 replied to fenderzilla's topic in Science & Spaceflight
Isn't the vast majority of CO2 > O2 transformation by algae/plankton in the ocean surface layer? I'm not at all certain but I thought trees account for less than 1/10th. -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
Darren9 replied to bac9's topic in KSP1 Mod Development
You need to give it a new name, that's give the .cfg a new name (such as "Structural_Procedural_TypeA.cfg") and the part a new name ("name = B9_Aero_Structure_Procedural_TypeA") and also whatever new name you choose scroll down to the bottom and change it in the "@PART[B9_Aero_Structure_Procedural_TypeA]:NEEDS[FerramAerospaceResearch|NEAR]" line, so your new part name is there as well. I'd still like to see one included in the pack though, it'll be the best (and only?) procedural panel. -
It seems at the moment, if you extend the sampler downward (on an arm) until it touches the ground (the collider touches the surface and it wont go any further) you get a "not close enough" message. You need to raise it off the ground slightly (the forks touch the ground but the collider hasn't touched the surface) to be able to engage it, I got the initial impression that it wasn't working. I wonder if that needs to be adjusted?
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[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
Darren9 replied to bac9's topic in KSP1 Mod Development
Could it be possible to have one panel, with the same size and colour options as the wings, that FAR treats as a structural panel and not a wing? I was able to easily make a custom Mk2 size bomb bay for example with just six pieces of wing in the mid-section of the hull but it's its, um, a bit distressing that they're treated as exposed lifting surfaces. -
Stability between two or more crafts while docked?
Darren9 replied to Toastedbuns's topic in KSP1 Mods Discussions
Quantum Struts Continued used to be the best way to form struts in space, now though I think Active Struts is more functional and more recently developed. -
It sounds great, I really hope you can get something that can withstand timewarp. The closest thing at the moment seems to be the KAS grapple which disconnects at warp or leaving full physics. If you're looking at code for ideas Smart-Parts also has the match throttle/heading in the smart radio, I just don't have slightest idea how useful it may be to you
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The one at the navball is Kerbal flight data
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Low Altitude Parachute Extraction System (LAPES)
Darren9 replied to lolstock's topic in KSP1 Challenges & Mission ideas
I also have an older attempt at a LAPES that can score some points, I was a bit more focused on just getting the parachute from the cargo bay. Uses Firespitter, Real-chutes, B9, Infernal Robotics and Kerbchellin wheels. I might try a bit more of a points grabbing attempt. +500 points for completing the challenge +250 points for one cargo drop +5 points for one ton of cargo dropped +50 points for two Kerbals air dropped +200 for video (cannot have points for photo album as well) +500 for landing the plane safely on a runway (it was close'ish, I landed next to the cargo to show it was intact) = 1505 points