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theonegalen

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Everything posted by theonegalen

  1. Always glad to see another tech tree. I generally use UbM, and I've done a lot of cfg work to add various mods into it, so it is a bit messy.
  2. Looking at the OP, am I correct in understanding that the configs for KKtoSD do not work with stock Kerbin? I want to play 2.5x, but I also want to use Kerbin Side.
  3. Sounds great! I'm going to give this a try in my new career save.
  4. Well, something in the X-1 throwing a nullref when it loads. I'm going to have go through all the prop configs to figure out what's up. In other news, I'm working intermittently on the APP B-29 cockpit, and today I started ASET-ifying the stock Mk1 Inline cockpit. I've decided to base it on the F-15C, which has one MFD and a bunch of traditional instruments. I'm going to have to switch over to MAS from RPM before long. That will take a while, because I've never worked with MAS and cfgbashing is the closest thing I know to programming. The switch will improve both functionality and performance. It will be a little way down the road, however. I want to get a few more cockpits designed before I tear into MAS. I don't expect the looks of most of the cockpits will change much, except for the addition of a few choice instruments that MAS will facilitate. Also, I just released a new beta version of the mod on Spacedock. SXT Bonny and Clyde cockpits, and APP Mk1 Supersonic (X-1) and Mk1 Viewer's Cockpit all included.
  5. I don't know if you've maybe already integrated this, but I was just thinking about Gemini 8 and their stuck thruster and it reminded me of this mod. Perhaps it would work as an event card or something.
  6. 3.75m seems way too big for the C-130. The real craft's cargo bay is 3.02m wide inside. KSP is generally around 60% scale so that would put the parts closer to a 2m scale. Now I understand why Freddy did things the way he did. Hmm. Although, there is APP to consider. APP does a lot of things this mod does, and in many cases, does them better. It has 2.5m cargo and tail pieces, nicer and porkalike textures, IVAs... But it doesn't have any 3.75m or 1.875m parts. I guess the question is what niche in an airplane focused install do you want this mod to fill? Most installs of that nature will include APP - do you want to be an alternate source for functionally identical parts or a less comprehensive but exclusive source of unique airplane parts?
  7. Lovely! I especially like the rudder pedals prop! Been wanting someone to make that for a while.
  8. Thanks for the update. Sorry to hear the cargo tail problems were so pervasive
  9. Awesome! Any news on any of your mods is always good news!
  10. Well, it's official. I need to buy a new computer with 32gb of RAM. Because I can't not play with these!
  11. Hello @Angel-125, as promised I have begun installing the WBI suite of mods for my next career game! Unfortunately, I have run into a problem. It is a pretty avoidable problem but I wonder if there are other things going on underneath that might need to be fixed. Here is the issue: On a completely fresh install of 1.3.1, install BARIS and modulemanager. Then click "New Game," and select difficulty options. Result: NRE log spam. No apparent spam when attempting to change difficulty options from the KSC screen. I apologize for the lack of log. My only connection to the internet is on my phone unless I'm at uni right now. I also apologize if this is a known issue.
  12. Yes, rescale the parts. Did you fix the old collider issues with the cargo bays? I remember not being able to walk my Kerbals up inside them.
  13. Just finished the story so far! Great job, and I'm definitely going with WBI for my next career install now!
  14. Ideally, you would want the engine to never be able to achieve flameout speed, but since KSP's code was originally meant for rocket and later jet engines, this is difficult. Wait, doesn't @moduleenginesFX have a flameout field? What happens if you set that to 0.01? Errors?
  15. Aha! I thought that might be the case. How difficult would it be for MAS to automatically pull those numbers from FAR when installed? I'd like to avoid having to make separate cockpits for FAR users and stock aero users as much as possible.
  16. The infinite scalability of parts is why I haven't used tweakscale in years. This is great.
  17. @MOARdV, I'm sorry it's taking me so long to get the log, I've been working, in class, or sleeping every hour the past few days. I actually have a nother question, though. Do the IASPEED and EASPEED variables depend on information from stock aerodynamics (temperature, pressure, etc)? Because my Indicated Airspeed gauge doesn't seem to work when I'm using FAR.
  18. We all think that @linuxgurugamer picks up these mods for the good of the community, but I'm beginning to wonder if he's making some kind of a bid for power in a modding hostile takeover. Remember me when you come into your kingdom, LGG.
  19. You are welcome! I know it isn't much, but I'm not particularly flush with cash these days, being an overaged college student working part time retail.
  20. That doesn't sound like anything I've ever come across. If anyone is to have any chance of figuring this out, you'll need to follow the steps here:
  21. I like the new categories. It makes finding what I want so much easier when I'm using multiple part mods.
  22. I was looking at the Gamedata folder you provided, but couldn't figure out which hover autopilot you were using on the runabouts. Is it a WBI part-specific module, or can it be used to control vertical velocity in other mods?
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