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loppnessmonsta

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Everything posted by loppnessmonsta

  1. That looks like it's from the Tri-Hexagonal Strut pack. It's very cool.
  2. no idea why it happens, but i had this happen to me today. it was very weird. it wasn't the cockpit that came off, either. it was an rcs tank a few parts back. ended up sending me into a death spin. that's okay, though. that plane sucked anyway.
  3. I would like the ability to drag the main window around like the others. I like to leave my Resources up, and if I have more than two MechJeb overlaps. It's mildly annoying. Haven't actually been to space lately, but I'm really liking the new way the rest of the mod works. The throttle control being able to regulate and prevent me from flaming out my jets, etc. Very cool.
  4. The corner made me think of something I'd like to see. A bent hub, with four nodes at 90 degrees (+), like they are normally, with the other two angled in slightly (<). would let people more easily build habitat rings on space stations, since right now with the parent/child mechanism in the VAB you have to fiddle around quite a bit with lining everything up, and the VAB's radial symmetry doesn't lend itself well to this. could make a few different versions, with different symmetry (and number of bent nodes) for each.
  5. I think the mk5 was modeled more after this bad boy. the smaller ones are more in line with what the abrams uses.
  6. you don't need the AR202 module. that's only for the AR202, to run the lights and whatnot (iirc). mechjebcore is the actual functionality.
  7. Post it and keep the old one up elsewhere as a legacy option? that way people can still get the old version, if they want it. Between b9, KW, and LLL, any bit of optimization helps, for me. Worth rebuilding my crafts.
  8. I agree! Especially if you can get it to snap rotation from within a few degrees
  9. I'll see what I can come up with. I'm not sure it'll be anything like what you want, since I don't actually know how to code; I just know how to manipulate existing code. kinda how i learn. but i should be able to rig something up! Edit: Hmm. I tried to create a new resource and have a bunch of generator modules convert other fuels into that (which worked fine), but for some reason the engine depletes it all instantly, no matter what ratio i give it. weird. anyway, this is the important bit. I just picked LFO to MP at random. you can make that bit consume whatever you want and turn it into whatever you want the engine to consume. I think this is what you meant by being "messy" and i agree. but it should do what you have in mind. I'll keep working on it; right now i am tired.
  10. If you're only looking at the part folders and not starting up the game, that's what you're doing wrong. Part of B9's optimization is to have multiple parts per folder. If you're starting the game up and still missing pieces, I dunno.
  11. oh, yeah, for sure. I guess I was being a little harsh in my disappointment. Of course, what I really want to know, now, is whether the ExsurgentEngineering conflict has been resolved. Or, at least, what the progress is on that front. I read in the b9 thread that possibly ialdabaoth was working on it, but I don't know if that's the case. I hope someone's working on it, at least!
  12. pretty sure that's a problem with KSP itself. i've had that happen dozens of times with stock vehicles.
  13. Dharak1, what you describe is called a missile.
  14. Looks good so far! I might suggest a slightly duller color for the "bronze" parts. Bronze isn't terribly bright unless highly polished, and somehow I don't see steampunk kerbals being terribly concerned about polishing their rockets. I'd also suggest actually using steam as a resource for your mod. You could have the boiler use LFO to generate steam and electricity, then have the engines and attitude-control (RCS) all operate on steam.
  15. I think the alternative matches the stock parts the best, but I don't have the game open so I don't remember exactly. I like the alternative ends the best, then the old ends. the new sides are great, and I hope you stick with those.
  16. Would it be possible to get smaller versions of the sphere tank? Alternatively, is there a way to use the Scale function to make smaller versions myself?
  17. As EndlessWaves said, Module = CommandPod to Module = AdvSASModule should work. The main bit that seems to control your ship is the MODULE. I've never tried it, though, so it might not. And I think you'd have to set some SAS torque values. The ASAS module has them at but i have no idea what they do individually. it just says "SAS parameters" above them.
  18. Ant. I've never used it. not even once. at that point, might as well use an ion engine. 'course, slap a Throttlesteering module on there and it makes a decent attitude control rocket for medium sized ships. Or it should. I haven't tried it; still sorting out all my addons after .20
  19. I'm going to have to add KAS's grab/place functionality to everything now, so I can build stations on these in space.
  20. I like the tag on the end, but that can be covered up, since that's also an attachment node. I typically prefer color coded stripes to indicate storage type, but I'm not sure what would be a good looking way to put them on those. Maybe color-code the pipes? Tell you what, though. That orange and grey tank looks sexy, like a round version of the Rockomax tank. Maybe do a "Default skin" and then throw up extra skin styles in a separate download for people who prefer them? I know that'd be more work for you, but I think it might be worth it.
  21. I've tried getting into Civ 4, but I just can't. I think it's because I'm so used to 5 that I can't get past the square tiles and all around crap graphics. HEX-TILES FOR LIFE
  22. I know, that's why its so baffling. Not under warp. It seems to happen when the first booster on my ship decouples, as if the adapter were attached to it. But I double checked, it's not. I'll tinker with it some more today. Edit: Well, it seems to be working just fine, now. I updated a couple other mods since last night, so it was probably one of those causing it.
  23. I don't recall ever seeing this mentioned, but I'm having a problem with a couple of parts from this pack. The octo adapters which split into 5 1m and 2 2m nodes keep falling off. I added struts, unbreakable joints, etc, and they still just decide not to go to space.
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