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BananaDealer

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Everything posted by BananaDealer

  1. Awesome! I can finally move on to actually using 0.21(.1)... Though it's probably gonna be some more time until most of Cabana Corp's craft are brought up to date... Especially the research station...
  2. Awesome! I can finally move on to actually using 0.21(.1)... Though it's probably gonna be some more time until most of Cabana Corp's craft are brought up to date... Especially the research station...
  3. Maybe specify the problems, if it's anything particular... Or is it the standard "game gets stuck when placing a part"?
  4. As I said, a lot of the plug-in dependent stuff might not work as expected in the new version... Just wait for a B9 update to roll along...
  5. Or do what I do- stick to the previous version for the next couple of days until the major mods get updated and then start a new save...
  6. Guys, come on... Give them at least 24 hours... Don't ask right away if it works with the new version... And yes, parts "work", though I'd assume anything related to SAS wouldn't really function any more... Some parts cause the problem mentioned in previous posts (where they "jam" the game), but that's not a mod-specific problem (it happens with other mods, not just B9)... I've found it's usually plug-in related parts like MechJeb's case, the Kethane detectors and Lazor's thing... The parts get "placed" but don't show up, instead stick to the mouse like my ex-girlfriend, jamming the game...
  7. Yeah, that happens with a bunch of parts from a bunch of mods and sometimes even stock parts. As far as my experience goes, it's at random...
  8. Oh look! New version with more parts! *Downloads* *Launches KSP* *Sees C-Corp ID-15377 Hades Orbital Research & Utility Station fly apart, for the fifth or sixth time this month.* Also, can you make a Kirs Docking Module with an airlock? Would be awesome to put in shuttles' cargo-bays...
  9. You can, just don't leave autopilot on for longer periods when in orbit...
  10. Actually, lag from massive ships has been toned down quite a bit... My new Hades Station is made up of around 500+ parts and framerate's at a steady 16~20...
  11. Due to the way KSP handles gimballing, there doesn't appear to be a way to make a single-axis gimbals. Not that I know of at least... I could be wrong though...
  12. MultiWheels functions OK once you make it .20 compatible with the .bat file solution...
  13. It's... There's no way around it (that I know of)... ASAS will try and set your craft "straight" even if it's 0.000000000000000000000000000000000000001* off target... It's the downside of having a computer do correctional steering- damn OCDs... You can try and use Avionics instead of full-out ASAS... That seems to give more leeway in figityness... If you're using MechJeb... Yeah, sorry... That's practically A-ASAS...
  14. C-Corp EX-9000 test flight went smoothly earlier today, with the plane just narrowly saving itself from becoming a submarine... The EX-9000 "Gatsby" will now be added as Cabana Corp's main heavy lifter. Capable of orbital flight (though not recommended past 100km) and rather fast acceleration on takeoff, it's only drawback is the really, really long runway requirement (second takeoff after landing took me around twice the runway length). To remedy that, boosting with the rocket engines has been added to the flight-ops manual as a recommended procedure. That should be less of a problem when using payloads bringing the CoM of the aircraft more towards the back and the CoL. Btw, if the devs like the designs, you can totally use them for advertisement shots...
  15. @Bac9 I know... Figured it out... Also... If you guys start making space-orientated parts, Cabana Corp might as well just stop existing... I too have plans, you know! Also, have you considered making a hollow fuselage section for use between your HL cargo bay and tail sections? Having something without doors that open to strut wings and engines to would be nice...
  16. They're from TT's Modular MultiWheels. P.S: To the devs of B9, there appears to be some weirdness with the shielded docking port... Whenever I try to deploy it, all parts round it start jumping around all crazy like. It gets deployed and everything comes back in place (most of the times, mostly), but only with Unbreakable Joints on, you don't wanna know what happens if it's off... Suffice it to say, Munfry won't be going to the Mun any time soon...
  17. I felt like sharing this. It's ID is C-Corp EX-3350, or company-known as the "Mogul". Came around as a variation of my crew-transport SSTO, the C-Corp EX-2400, aka "Phoenix", after I realized my space station needed docking port adapters for FusTek CBMs to stock ports... It's now become my workhorse SSTO capable of lifting quite a bit, with it's excessive TWR (6.85 with no cargo). At least until the C-Corp EX-9000 "Gatsby" gets finished, which would be for larger payloads. Uses mostly B9 parts for it's frame and fuselage, though orbital engines are from KW rocketry, while the atmospherics are C-Corp's own Wraith MkII, which currently use stock models. There's other parts here and there from other mods I use, like TT's Modular MultiWheels, Romfarer's Lazors, etc... First flight of the "Mogul". Unfortunately, shortly after meeting up with the new Hades Station, the pilots discovered that the High-Versatility Tug (the one with the extra ports) had become stuck inside the cargo bay and there was no way of getting it out. Therefore Mission Control determined the rest of the objectives a no-go and directed the crew of the "Mogul" to head back to KSC. All members of the engineering team were given looks of dis-contempt and were sent on a "Attaching Things Properly 101" seminar. Enzon and Munfry (wat?) Kerman in front of the "Mogul" before it's second mission take off.
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