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Everything posted by BananaDealer
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[PLUGIN+PARTS][0.23] SCANsat terrain mapping
BananaDealer replied to damny's topic in KSP1 Mod Development
Interesting... And I really like where this is going... Also- any chance on any feedback on why the GUI changes between warp and no-warp? Is it a glitch or something on my end? -
Red Rooster Industries Aerospace Pack (WIP)
BananaDealer replied to st3rv's topic in KSP1 Mod Development
Hmmm... Interesting... I like the idea of non-circular jet engines... -
[PLUGIN+PARTS][0.23] SCANsat terrain mapping
BananaDealer replied to damny's topic in KSP1 Mod Development
Yeah, I've abandoned SpacePort until they get it working decent. And I mean decent... Anyways- this looks nice. -
[PLUGIN+PARTS][0.23] SCANsat terrain mapping
BananaDealer replied to damny's topic in KSP1 Mod Development
Here's a suggestion- why not make a smaller part with the capabilities of the MapTraq? Something the size of a small battery to put on rovers/landers... -
Yeah, that's not how it's done with OSX... Just dragging and dropping replaces one folder with the other, instead of merging... I'm not experienced in Mac OS so I can't really help you... You could try opening the GameData folder that you downloaded and copying the B9 folder into your KSP dir's GameData. I think that's how it's done. It's the method I use for Windows and should work fine since you're not replacing anything... Same goes for the Ships folder.
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[PLUGIN+PARTS][0.23] SCANsat terrain mapping
BananaDealer replied to damny's topic in KSP1 Mod Development
So I just set-up my first orbiter around Duna after a successful Polar Lander re-enactment. Two of them actually (both of them successful, had to scap the first orbiter), but that's a different story... I gotta say, this mapping thing is impressive! I only had the grayscale altimeter scanner since I like to pretend progression but even that's cool! Anyways, is the change from old to new style GUI in warp/non-warp an intended feature or just a pesky glitch? -
I think you mean me... And I didn't complain, I just suggested a neat part which can actually see use... I know my SSTOs aren't well designed (but who's are anyways?) and I'm working to re-design them, even to a point where I'm stalling my manned mission to Duna! I've already re-designed the larger Mogul variant where it's no-longer such a pain to fly with no cargo. Though it still gets a bit fidgety once fuel drops below 1/4 (which is during your atmospheric flight back to KSC after reentry), but that can't be helped I think... Flying it using MechJeb's SURF and Smart S.A.S helps...
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Well, if you wanna do some freelance work for Cabana Corp. then just shoot me a PM. All models will be yours by copyright and you get credits for them too (I know, right?!). You do take peanuts covered in Mystery Goo, right?
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I'm having problems with the ThermalJet... In the VAB and pre-flight, MechJeb shows the TWR as 3.05 (I'm using two nozzles with a KIWI reactor each) but as soon as I actually turn the engines on, the TWR drops to 0.28/0.29. It doesn't seem to matter what propellant I use- intake air or atmosphere, their thrust stops at 19KN and I can't even get off the ground... What am I doing wrong?
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Parts need to be "added" to the tech tree by a required tech to unlock them. It could be the mods you're using are not all compatible with SCIENCE!...
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[PLUGIN+PARTS][0.23] SCANsat terrain mapping
BananaDealer replied to damny's topic in KSP1 Mod Development
I'd guess so... -
I'm talking about an expandable/retractable winglet, not a folding one. One that goes inside the fuselage. And I'm trying to design something that's streamlined and doesn't have much sticking out place. Ballast tanks are one way to go but I'm trying to avoid having to bring up anything I'm not necessarily bringing back down... Is this making sense? Also it needs to be something that can fly well out of the box, both loaded and unloaded, without the need to add/remove things in the SPH pre-flight.