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Rivvik

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Everything posted by Rivvik

  1. Cuz I'm not that good at it yet. LOL Also I updated the Vega a bit, as well. I want to be able to take off perfectly vertical. The challenge now is breaking to be able to descend vertically. I should see about setting the lower vtols to a negative angle to slow the craft... (Ignore the crazy takeoff angle...I was watching Game of Thrones and was distracted) EDIT: RE: MK3 internals: I would move the throttle to a middle partition and that might give you enough space to put an angled screen in its place. Then you could easily mirror it for a total of 6 screens. EDIT 2: Possibly put windows on either side of that one panel with the handle too? I dunno.
  2. I noticed that when making the wing very long, it pulls its tip upward. Or am I doing something wrong?
  3. I was just about to ask about this. I thought I was missing something.I'm trying to build a VTOL carrier craft where the entire wing assembly rotates. It mostly works...but lacks structure in the rotatron joints.
  4. So I know this isn't exactly their intended purpose...and that the machine failed (not from your mod at all though), but I tried to make a rather large crane for utility purposes. The failing is in the rotational servo parts. They obviously wobble horribly.
  5. https://www.dropbox.com/s/8bgcjau37nzgxbp/AAF%20Brazzers%20Class%20Carrier%20-Blauwhal-.craft Uses Boat parts, stock parts, and KAS parts. EDIT: And flags.
  6. So I'm going to try my hand at building a serious Parts package. My envisioned goal is to make several parts that will mesh with B9_Aerospace and Stock Squad parts, but with a focus on VTOL applications. I already got my big toe wet a while back trying to build the Eagle 5 (almost everthing worked except the wings and the wheels....damn those wheels!!!) I need information on building a landing leg with some sort of suspension. That one image of the stock wheel assembly confuses and infuriates me almost as much as the concept of "wuv". Seriously though I have no idea. Seeing as these landing legs will not need to produce locomotion or roll at all, I'm hoping it will be easier. I know how to animate the parts and even get the animation to work in KSP. I also have no idea how to make a working wing. I was told that, even if immobile, the wing needs a separate control surface or something. I really have no clue on that one. Any documentation that I could be pointed toward that still holds up to the new version of KSP would be appreciated greatly. And now comes the touchy subject of source models. I want my parts to mesh with the B9 and Squad fuselages and parts as seamlessly as possible, but I cannot seem to be able to import them into 3D Studio Max to assure a good fit. I actually only need the cross sections of the various fuselage types, not even the models, themselves. But I have no idea on how to go about getting that stuff. My first intended fuselage adapter is what I guess could be called a "Doughnut Mount", basically it will be a small section of fuselage with a smooth hole punched in it, with a node inside that will allow the mounting of an air breathing propeller (I'd need Firespitter for that wouldn't I? :S), Air breathing jet, or a new type of engine I want to include that is basically a hollow ring engine that will light up with an emissive, but will not produce particles. I will construct my Wings in a similar fashion, but with smaller engine holes (for style...and stability). But here's where my wings get a little weirder: They are also housing the landing legs. I want them to be able to, at the gear deployment command, have small, slim panels extend out of the wing and move to position as landing legs. I plan to build small canards that can bend down and telescope out for the same purpose. In addition to radially mountable leg pods the will extend downward or sideways downward the the case of bottom mounting or side mounting, respectively. I will try to sketch out the ideas on paper tomorrow, so that it will be a little more clear. Right now these are all just wacky ideas I have floating around in my head from a severe lack of sleep. Thanks for reading.
  7. So I recently got a brand new computer, built a large (but not as large) carrier, and it worked ok. Gleeeeeeeee. :3
  8. Oh no it launched...I even sailed it out about 30km on high warp out into the middle of the ocean...its when I try to load it as an existing launch. Like the first time was when I tried to get close enough to land a small quick n dirty jet I build for that purpose, and then I tried loading it on its own... Its not your mod, I don't think. It's the fact that the damn thing is so big that when it loads up it overloads the computer.
  9. My carrier's kerplode then crash my program every time they load...I think until this program can handle it...the Brazzers-Class carriers are only a dream
  10. I built a new Brazzers-Class (Thanks for the idea for the new Class title LOL) carrier in record time thanks to the new plugin! I give you the Brazzers-Class carrier, "Metroplex"!
  11. OMG YES!!!! Finally I can rebuild the Brazzers Class Carrier...except as a whole vehicle instead of chunks! Thank you so much!!!!
  12. Hello, sorry to bug you, but the game now loads but certain textures within mods such as Ion-Hybrid Propulsion, and KAS load very strangely...I'll put them on the kibosh list, but just a heads up. EDIT: This was with both versions. Normal and Aggressive
  13. Great mod so far! I built a quick VTOL jet fighter, The Cyclonus (I like Transformers), to test your stuff, to great effect! One small idea for the Cyclone engine, Tweakable for starting in VTOL Mode. But otherwise I'm looking forward to seeing more of your work! EDIT: Tested out the vectored thrusters too.
  14. So far, it's working. Game loaded no prob...there is ONE mod I got a white texture/missing texture for, so far...kinda funny actually...its your low res clouds mod on kerban. :3
  15. Modern vulcan cannons, perhaps...Just for that WHUUUUUUUUR sound.
  16. Does it? LOL My bad...though I would still like to be able to modify the names lists without modifying my saves.
  17. So I'm looking for a mod that could generate Kerbals randomly, giving an almost infinite pool of fodder...er...pilots for Kerbal. If such a mod does not exist, could I perhaps be pointed toward a guide for writing a plugin that could do so. My idea is to take names from a First name text file list, and a Last name text file list, slap them together, then generate the courage, stupidity, and even badass values randomly.
  18. All that happened was that while trying to launch a large Submarine, or one of the Brazzer-class carriers, it would regularly launch them into orbit, and unresponsive, to black screen with a broken HuD. This is with no editing to the part.cfg, aside from the timing fix. (Setting time to 8 not 4) Once I uninstalled FAR, it worked first go. EDIT: This is also with and without the water launch part from firespitter.
  19. I noticed FAR gives water launching some issues as well.
  20. I'm getting the hang of VTOL craft. Previous tests ended as soon as the engines switched from VTOL to normal due to me not knowing how to compensate for the sudden change. This vid was made using a cheap yet effective flightstick.
  21. Don't forget: They look like fuselage parts, but are marked as Cargo Bays!! (Not refuting your point, just adding to it. )
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