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Dirt_Merchant

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Everything posted by Dirt_Merchant

  1. This, for whatever reason was an extremely fun read lol. I like your style!
  2. If you fail to remove textures from the gamedata folder, they will still be loaded into memory. Remove mods entirely when you want to disable them, it can cause all kinda weird stuff doing what you're doing. I mean really it probably takes more effort to do what you're doing anyway... edit: taking 15 minutes to actually get this posted resulted in several replies ahead of mine...
  3. I'd enjoy that very much, also, does anyone have the proper coordinates for RSS papi lights?
  4. Awesome, absolutely awesome! Can i bother to ask you where you got your audio samples? I've attained a few mb worth but none have that just-right-sound for a turbine imo. Gah, also just noticed how the plane was fighting the brakes just a touch on the takeoff runup... very classy detail. Snjo, only the propwash would make this better!
  5. Is anyone else running into a situation where the ksc is located closer to Bogota`, Columbia than at the Cape? I believe it has something to do with kerbtown plugin, but on another install without kerbtown, or any related mods, the ksc is still not located at the Cape. Another idea is that it might be remote tech, but i've not any ideas as to whats actually happening aside from the aforementioned.
  6. those are b9 puffers, or basically rcs that uses air instead of hypergolics or monoprops, lets you have attitude control on vtols or other strange things like my ship above. See: http://en.wikipedia.org/wiki/Hawker_Siddeley_Harrier#Controls_and_handling for more info on the development of these bleed air puffers IRL. Regarding flight dynamics, the canards helped with mach tuck at supersonic speeds, but at subsonic speeds one solution was as good as another really. At low airspeeds the craft needed a bit of help with getting the nose up, mainly just after takeoff, and just before landing. Takeoff was not too bad save for some lateral instabilities setup by the landing gear themselves, but that aside the thing has a solid 15* AOA inbuilt on the ground so it would run up to speed, then just jump off the ground. One comment on its wings though, they are so draggy its nuts, like think badminton style shuttlecock draggy. If i managed to get it to spin or otherwise depart (its not easy) the recovery procedures go like this: let go of stick, wait three seconds, resume flight. @NathanKell: Thank you sir, and right back at you for your work with RSS and RO related offerings! Keep it up man! @Ferram4: I can also confirm that there is indeed some wild drag on the landing gear, specifically all those provided by Snjo's Firespiter pack. Though I can report that the drag between deployed and retracted states is significantly different, around a 5x difference between states, which I certainly enjoy. Given that i've not done any sort of drag testing on any landing gear ever I cant comment on what these values should be for deployed landing gear, but for reference I will attempt to supply some test card style flight data for you at the earliest opportunity.
  7. Hehe thats all hearsay, speculation and dare I say defamation! And sounds rad dude, I'm looking very much forward to those oh-so-sexiness clouds whipping past my wingtips!
  8. Can we please get a mod to Note that this mod has been updated on the OP, Sodium Eyes has been out of touch for a long time.
  9. The answer is yes, you can indeed make an x-wing fly, behold my (Se) X-Wing and Texture demonstrator CY-25 WRM (su25frogfoot). The su25 has been modified to reduce weight hence WRM, weight reduction modifications. I used: pWings, FAR, AJE, Procedural Parts, and Firespitter Parts among many others to make them. Re-Textures were created by myself in GIMP and powered by Firespitter plugin to allow for texture switching in editor. Last pic there is a Mig-25 by ChrisPBacon, more pics of his absolutely beautiful airplane soon. @ferram4: Thank you for making this freaking amazing mod. I eagerly await my "dumb" control surfaces lol. Additionally I've had another idea creep slowly through my frontal lobes: Instead of allowing for negative deflection in the tweak-able menu, simply (maybe?) add a button for an option to invert deflection.
  10. I see only the truth in beauty;) Seriously though, that's the most quotable thing I've read on these forums. Salute to you. @Bob, Bobby, Bobbo! aka Astronomer: Those sir, are f'ing dope as high grade heroin. I'd love to feature those on my dream-stream;)
  11. will do, last time around i only added two of the three. oops
  12. Ok, so for give me if this has indeed been asked about, I have done my diligence and searched the thread, but have come up empty handed. My goals is to employ the 6.4:1 rescale of RSS, but with the earth map. I have been able to add the earth textures to the map screen, but in flight and in effect kerbin is still very much kerbin, albeit a much larger version of itself. Is there a simple fix for this, or does my desire require a more involved config edit? If indeed it does require the edit, I shall endevour to complete it. However, if its a simple switcher job, ill be stoked to have it. Thanks natekell and team, you make this game kick so much more ass!
  13. Oh sweet, I'm super stoked about this! What better opportunity could there be to learn how to create content for the best game ever!?
  14. Snjo shared the files with us on my livestream yesterday. I'll see about getting a dropbox link at you two. Also, InfiniteDice might update the alternative engines after he's worked out things with skillfull, providing there is interest and time.
  15. maybe think about the vtol jet as the Rolls Royce Pegasus of av8b-harrier fame as a baseline system for the vtol jet, might make it part of a 4 part system like the harrier, maybe re-scale it to half size or something along side that. for the propellers, pt6a or tpe331 (preferably a high shaft horsepower variant) turboprops if not the Pratt & Whitney wasp major 4630 or Wright r-3350 dual cyclone.
  16. You know, you bring a point I feel worth mentioning, and indeed have asked for as a function of vessel viewer. The ability to see at a glance the total drag acting on a vessel, a graphical representation of said drag, and realtime analysis of aerodynamic performance. Man, prototyping super gangster jets would just be so much easier and effective...
  17. Gentlemen, forgive me if this has been clarified in previous posts (and I do realize that nathankell had mentioned this in an earlier post) but have we a temporary fix for the tremendous drag generated by b9 & FS landing gear? I know that nathankell had mentioned "surfaceArea = 0.001" overriding far drag values, however, I am unclear as to where exactly to add this line. Thank you in advance for your help, time, or thoughts;)!
  18. If i attempt to place them on a craft in the editor, they spit out smoke and sparks whilst still in the editor, I'm sure you're right about the MM problem. Standby a few minutes as i update to latest known versions of my various mods...
  19. I was just sure you were gonna turn out to be a skrub Riftmann;) glad I'm wrong sometimes. Just keep in mind these guys making these mods owe us nothing, and they ask us nothing in return for giving us these awesome toys to play with. So when you report a bug, do it right, and be patient. Welcome to the forums, keep it chill and you'll be straight.
  20. Agreed that the aspect ratio of those wings is on the high side of acceptable for that kinda speed. I can almost see the shock cones getting nasty with compressability effects on those ailerons through the transonic region... Anyway, the main reason I am posting here is due to my troubles with AJE's effect on the two stock engines it modifies. All other engines (FS & B9) work as advertised (though I'll wanna maybe argue with your performance limitations for propeller driven aircraft;) The two stock jets however refuse to work. I have even gone as far as to isolate them from any other possible MM configs by changing the part names in the .cfgs and pointing hotrockets and AJE to the new parts. I've tried using :Final in the MM cfgs as well as ensuring multiple times that both plugins are up to date with no love on those particular engines. Its strange to me that its only those two when everything else works so well. To be honest I'm not so worried about it, but I wanted to check to see if there were any known conflicts. Thanks so much for the work you've done for us so far! All of us wing-nuts are stoked to have these kinds of realism mods available to make us feel like the aerospace engineers we've always wanted to be lol.
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