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Keyring

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Everything posted by Keyring

  1. Cheers, I'll give this a shot, didn't think about enlarging the terrain. Spent hours trying to find ways to reduce sea levels, there are parameters for ocean height in Kopernicus, but didn't seem to do anything, also spent some time researching adjusting sea level but still not sure how Kopernicus determines sea level. Also determined that the texture is the water shader from Scatterer, not SVE+SVT. I removed Kopernicus, OPA and SVT for the time being (I like my pretty KSP), and it ate one of my stations in Kerbin orbit randomly o.0.
  2. The patch posted fixed my FPS issue on landing, but I've gotten splashdown on Minmus flats. With SVE+SVT there is actually water being rendered on the flats, albeit in an epileptic inducing flickering. Does anyone know a way to reduce the sea level of a body, or remove the texture rendering, with a patch to Kopernicus?
  3. Hello All, I am looking for a few suggestions for addons with cargo bays. Currently, I got B9 Aerospace and Jarfrs Strut Packs, which both have bays in them. One thats been of particular interest is a open bay that has a pair of cylinders at each end which are both connected by beams. I've seen it in a few screen-shots and videos, and some list mods used but I've gone through the mods and still haven't been able to find it.
  4. Sleds tend to remain in control when they exceed 200m/s. When I tried with wheels, they went into a crazy hop from wheel to wheel when they passed that speed and then launched themselves 100m into the air. Heres my manned entry: To compensate for the crew capsule, there are now two mainsails. And decided to try liquid engines to brake, rather then a million sepratrons. Prototype touched 350m/s but I could never get it to stop in time, or it turned into a fireball that was approximately the length of the runway. This one hits 319m/s consistently. This SS is from the run that will be in the video. I like struts, one little wobble with this thing, and blam. Geneski's got his derp face going. Video coming later (Its 3:00AM), recorded two runs, one in cockpit and one out, both hit the same speeds.
  5. Unmanned Mainsail powered sled, with Sepratron braking. I didn't want to cheese it with Sepratrons stuck to a plate and flat octo unit. This thing probably can be refined for extra speed with, and a command chair for a Kerbal. Took a while to get working, at any speed past 100m/s if a part lifts and taps back down, the whole thing falls apart in less then a second. The rear 'Runner' did that a lot, as the Mainsail pushed the sled forwards. The solution was to have the front runner higher then the rear runner to stop it lifting the back. 320m/s Vid:
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