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praise the suuun

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  1. new and improved download link is up and i found a tonne of bugs thanks to nathan )))) no bundle this time.
  2. i think all the download links got purged in that wipe ages ago. i need to know who to give credit to if i upload it again.
  3. i dont think itll be much trouble for me nathan. ill just remake the pack so they have to go down the list to complete the installation instead of all in one.
  4. hey DYJ i bundled this mod into my thunderbirds pack and your license says i have to ask for permission. it should be no trouble to direct them to this page for a download but just a little bit harder for me. http://forum.kerbalspaceprogram.com/threads/109533-fly-the-THUNDERBIRDS-%281965%29!-3500-parts-in-one-weld-0-90?p=1713578#post1713578
  5. 1:1 SCALE THUNDERBIRDS PACK v1 more images finally finished! you will need some state of the art hardware to fly TB2 even though its welded. i started this project way back in KSP 0.2 and originally planned to recreate an entire episode of the original thunderbirds in KSP. whether ill have the motivation to get that far is still questionable but it turns out that every mod i needed had already been created; even a thunderbird 3 three d model. does anyone know who made that? flight characteristics Thunderbird 1 infinite fuel is recommended. with the overpowered gimbals we have in ksp i got away with no control surfaces except for some emergency flaps. the ascent to cruising altitude is hindered by this design decision: as the speed increases the wind speed force on the craft overpowers the gimbal. the flaps can help more as the speed increases but also increases the chance of a stall if your not sensitive enough. due to lack of control surfaces, the craft has a serious problem with angle of attack at high speeds so once you hit mach 0.5 you dont want to be moving the nose whatsoever. sas permalocked. top speed is unknown and if you go past 50% throttle below 10km you will have a structural catastrophe. it flys a lot better with FAR and ive included it in the pack. its necessary to get at least a little comfort in the air. more control will probably be added in v2. speaking of subsonic, the reinforced folding wings can easily glide for a while but you dont want to fold them in until your settled in for the long haul at a cruising altitude of 20km and at mach 3.5. landing is a real pain in the ass due to the non-intuitive maneuvering while vertical. a trick youll need to survive is to predict when to gradually increase the throttle, when to punch it and when to cut off the airflow. i managed it once with a bang but im sure with practice it can be done. Thunderbird 2 infinite fuel is required. so big youll need at least 4ghz. building this, i had to restart KSP like 20 times a day due to the memory leak. some months from now if the mod tweakscale lets me have infinite magnet strength then ill add pod, door, landing gear functionality in v2. vtol is in place but needs some calibration; ill leave that up to you guys. you dont really need it since the structure is strong enough to scrape along the runway i tried the big stock wheels many times but its just too heavy. in v2 ill probably have a massive caterpillar platform for movement. in the end its actually stronger without wheels if a little thin on the ground. i really like the horizontal stabilizer in the original design but absolutely no jet engines up there for a number of reasons. needs a lot more control by gimbals but control surfaces are fine. be sue to fiddle with the tweakable options as there's a tonne of good stuff added to the TB2 control surfaces. that said, it has a huge amount of inertia. make your flight pattern as smooth as the sahara. landing? dont know, its an adventure. how to install: 1 if you have these mods but a different version, you must remove them then install the right versions by clicking these official links i've copied here. make sure you removed everything; it happens to the best of us. also remember the chances of a weird bug occurring increase the more mods you have installed. if you dont know how to install mods, just ask me for help. tweakable everything 1.7 tweakscale 1.5 b9 5.2.8 pwings 0.9.3 kerbpaint (old) magicsmokeindustries 0.19.3 FAR 0.14.6 glass panels cage system nazari 1.1(old) stretchy tanks v9(old) ion hybrid electric pack v2.2 2 you will see the folders ProceduralDynamics, KerbPaint, StretchyTanks, IonHybElec in the directory. move them into GameData. 3 go into the GameData folder and delete modulemanager 2.5.1. make sure you dont delete 2.5.6! 4 download the thunderbirds pack here and extract it into the KSP directory. https://mega.nz/#!TRl2XJqC!Y7BJdpqrzl1sU6_RMh4cwsicnnPofI18w6uq7tYJ_4U 5 when you run the game itll tell you stretchytanks is incompatible. just ignore that . Thunderbird's are go! DISCLAIMER the parts i made edit other people's textures to make this work. there's like 8 of them. i am also distributing welded parts which, in legal terms, is comparable to "remix culture" as its my own form of art that i've created by using other people's parts. what is provided to you has been bugtested to the best of my abilities to ensure you dont break your game.
  6. no no no im releasing a precariously balanced vessel with a few mods. it does work in 0.9 but easier for me to release it for 0.24.2. i think people will still want to download it because its thunderbird 2. - - - Updated - - - jman, thanks for that intel. i hope you are right!
  7. im trying to set up a release but i need a link that i can send people where they can download KSP 0.24.2. is there such a place where i can send people who have bought the game?
  8. how would i go about editing your mod so that i can have an insane amount of acquire torque in my doocking ports? can i just add a couple zeros somewhere in the dll?
  9. some of my mods stopped development yonks ago. the project is so big that i started when 0.2 was new. its just too much work for unforseeable bug fixes when i can just finish already.
  10. same here. start at 3.6GB, and over the course of an hour, max out my ram at 7.98GB
  11. KSP Version: v0.24.2.559 Windows 32-bit and windows 64-bit. What Happens: some of the parts in construction start to lose their functionality. Steps to Replicate: 1) build a craft in the SPH with 2000 + parts. from sources im told the likelyness of the bug increases exponentially after 2000. Result: sections of recently added parts will start to lose their function (highlighting, removing, putting parts on) and it seems, after that point, if you add more parts anywhere then the zone will increase slowly to all the recently added parts and more. Fixes/Workarounds: put the dead zone into subassemblies and it will fix but only until the craft is reloaded. Other Notes/Pictures/Log Files: image, mod list, log file and an extensive write up can all be found here: http://forum.kerbalspaceprogram.com/threads/109225-HELP!-massive-craft-suddenly-has-blocks-i-can-t-move-highlight?p=1707834#post1707834 findings, community speculation, results and a workaround can be found here: http://forum.kerbalspaceprogram.com/threads/109227-is-there-a-maximum-size-my-craft-file-can-have?p=1709270#post1709270
  12. for the record, i have some findings. once a dead zone appears, taking parts off immediately brings some parts back but not sure if this method brings them all back. when you add more parts, the zone increases a lot, after the craft has been reloaded. detaching the dead zone, putting it into a subassembly, reattaching it from subassembly removes the zone. this fix is short lived cause when you reload the craft or quit the game the problem will reappear. someone needs to test dead zones in launch.
  13. thing is jim, ubiozur part welding is gonna take a large percentage of those parts and make them one block for the physics. ive seen a test craft of mine go from slideshow back to a playable framerate in launch. thanks for the responses everyone unfortunately i have no choice but to continue building but i have some methods to get around the bug.
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