Jump to content

FrontierProject

Members
  • Posts

    14
  • Joined

  • Last visited

Everything posted by FrontierProject

  1. The scale of the models for the Magnetic engines and Large Argon tank are off, how do I go about fixing this?
  2. I'm having some issues with part scales from Interstellar, could someone familiar with the mod take a look at my thread here and tell me what's up?
  3. I'm having problems with the scale of parts in the Interstellar mod, I've had this problem before on another mod over a year ago but diving into my post history brought up nothing, so here I am. The scale of the Magnetic nozzle engines is off in the mod, they're all a bit under their correct scale, which means they don't match up with their connection nodes and seem to float under the rest of the ship. These engines are not the only art with this problem, the large Argon tank has this as well, but in a worse scale: I know this has something to do with the scale value in the part's config file, but I'm a bit at a loss for how to change it, especially because I can't make heads or tails out of the scale value on these engines: Regular part's config: http://i.imgur.com/GlPt7ex.png Bugged Magnetic Engine's config: http://i.imgur.com/kCG3jPM.png as you can see on the magnetic engines there's a different format with 3 values, and I don't know what those do or how to go about changing it.
  4. *FrontierProject modifies all his miners so future models have a scanner on them
  5. I checked and the tanks are radial, so my updated version with a human command pod will be carrying fuel lines.
  6. Kk thanx. *random garbage to get character count over 10: 8908(&*(^&
  7. in context, I launched the KWRocketry [iforgetwhichrocket] W/ NTR Stage, I'm planning on a Duna or Eve mission with it, but I noticed the side-straddled tanks don't have fuel lines, so the only way to use them would be inflight transfer. Now although it would be possible, it would be annoying and time consuming to try and balance 2 different fuel types (liquid and oxy) in 4 different tanks, so I'm wondering if there would be balancing issues if I simply emptied one tank at a time into the engines' tank. I considered adding the fuel lines myself, but iirc if u have 4 tanks emptying into a single main tank the game will just empty them one at a time anyway.
  8. I'm considering adding the FAR mod and I'd like some opinions on it. I know it drastically reduces fuel loads for rockets which I kind of like, but I'm still skeptical, so here's some questions. 1. Is it more or less realistic than Stock? 2. Will I have to modify a lot of spacecraft that I DL from the forum (removal of excess fuel etc.) 3. Is this the mod that adds realistic drag? (requiring nosecones for boosters etc.) cause that's basically what I'm looking for.
  9. ummm... my moon landing technique is: 1. Catch moon gravity 2. burn retro to bring periapsis to 30000 3. warp to periapsis 4. burn retro till I have a straight drop 5. decouple lander 6. straighten out, final landing check 7. warp alt. 10000 8. perform landing manuevers. so yeah, I warp in the drop too...
  10. when you install the mechjeb module on your rocket, a pullout panel will appear on the far right side of the screen about 3/4 way up, right under the exit button. From there you can add plugins that will showup onscreen just like your KER plugin. Personally I like MechJeb's readout layout better than KER's.
  11. when you install the mechjeb module on your rocket, a pullout panel will appear on the far right side of the screen about 3/4 way up, right under the exit button. From there you can add plugins that will showup onscreen just like your KER plugin. Personally I like MechJeb's readout layout better than KER's.
  12. 1. enter VAB 2. attach MechJeb module to ship 3. open MechJeb panel and select Vessel info and DeltaV info 4. If there is anything else you want to see, add it with the Custom Window Manager
×
×
  • Create New...