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Fizwalker

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Everything posted by Fizwalker

  1. Ok. I have a cylindrical rocket with a force of 1.5 TWR and increases as fuel is burned off. What horizontal force is being applied to it? Should it not fly down it's velocity vector? Why would it deviate from it? Shouldn't the acceleration of the rocket trump the stasis of Kerbin's atmosphere? Just saying because there is NO WEATHER on Kerbin. This overall is a great mod... But the mods physics would mean that an arrow fired from a bow would hit it's user.....
  2. This is really cool! Anyway, I've been away for a bit, but I did want to apologize for my comments earlier. I didn't mean to start anything when I started, but I am an amazing idiotic person that will treat others the way I get treated... Didn't mean to create drama for you and everyone else. It won't happen again. Love your work and I am looking forward to the new landing gear you're going to make! Edited for accuracy
  3. Here is what I meant. Take the A6M2. Mitsubishi didn't have to construct it from pre-fabricated parts as we do in KSP. The wing, fuselage, and various parts were built FOR that plane. The plane was also designed around the bloody engine and a set of flight characteristics the IJN wanted. In KSP we CANNOT DO THAT. All we have are jig saw pieces of prefabricated parts (which have their own generalized mass/weight--to be used in the widest variety of applications), and the best we can do is make it look like the plane. Maybe I didn't say that as well as I could have, but that is what I meant with my first response. If you didn't understand, bloody well ask me to clarify. If you don't want to read this, that's fine... That's on you.
  4. **Edited to reflect how the conversation has really gone. This convinces me that you've not read what I wrote. Either that, or you are deliberately misunderstanding what I am saying. I KNOW you aren't talking about looks. I have agreed that you cannot create something in the game with the exact same performance, and weight as the real world craft (Said that in the second post). This is actually the third (3) time saying that. What I said is-- Has been my point throughout: Looks Are Really The Closest You Can Come To Building A Replica And People Accept That. (Nowhere in that statement am I saying you are talking about looks. In fact, nowhere in any of my posts has that been true. I cannot even see how you would get that interpretation from them. Again, third time saying this.)
  5. If you stop and think about what I said, you'll understand my point. No one is contesting that the models we build in KSP are not exact rcopies. Only that they look similar. Point of fact, we all KNOW they aren't exact, and in knowing this accept the limitations the game places on us. My point is that what you said, is something everyone knows, accepts, and has settled that looks are the closest we can get. I don't understand your point because your point is like saying "the sky is blue" on a cloudless day. Everyone but the colorblind can see that.
  6. Well of course you can't make exact replicas. The originals aren't jig saw puzzles-- The parts are designed specific for that craft. By using the parts we have, we accept that there will be differences and so the best we can do is approximate the looks of the original. One either accepts those limitations and does it for their own gratification, or one doesn't and does something else. I am not sure what your point is.
  7. Or for something like the A-6 Intruder ! Do love the BAC Lightning tho. Never saw too many over-under engine arrangements for aircraft.... SSgt Baloo, the P-75A's cockpit kind of reminds me of the P-39 Airacobra.... Thank you for the suggestion for Stryker!
  8. I dunno.... I could see it in a few different designs.... (P36/40.... F4F, F6F, F4U, Spitfire/Hurricane.... Fw-190, Bf-109... All have a similar designs to a razorback -- oh yeah, P-51A thru C). I can see the objection tho.... All of those were subsonic, and the only similar designs that made it to supersonic flight were Soviet Migs (Mig-21 comes to mind, thanks to qromodynmc--Love the Sky Raider myself) That as may be tho.... May I suggest a 2 or 3 Kerbal version of the "Birdcage" cockpits? Would love to create some trainers (Like the T-6 Texan) for my career mode! Thank you for your consideration Love the mod.... And I am pretty sure I am not getting to space for quite awhile now..... >.>
  9. Ah! I stand corrected! Thank you for the link and the info! Now my dreams of conquering the small solar system will come true! Muahahahahahhahahahhahahaha.... *Cough* s'cuse me.....Megalomania came out for a second....
  10. KSC Switcher hasn't been updated past 1.0.5 as far as I know.... and RO/RSS might have integrated it..... But I don't have to have KSC switcher for RO/RSS anymore either.... *Shrug* I'm just a user.... So... Yeah. Well, no it isn't integrated or SRSS probably would have more sites.... (RO/RSS is now working with 1.2.2 btw) Anyway, been drinking tonite so I'm going to shut up for now.
  11. RO/RSS no longer uses KSC Switcher, and I assume RP-0 has followed suit. (KSC Switcher is last compatible with KSP 1.0.5 as per Regex.) That said, I had only skimmed the post about the launch site. Blah. Anyway, is that feature of KCT dependent on KSC Switcher or RSS/RO? Oh and should I be using KCT 1.2.2 or 1.2.3 from the dev list?
  12. Magico there might be an easier way than Kerbal Konstructs. Assuming that having different locations is more important than the visuals, then maybe something based off of KSC Switcher by Regex would be better. It does use KSC, but it puts the launch sites around Kerbin. It does allow different orientations and additions through .cfg files. UI is pretty well taken care of.... and the License seems pretty open. (Could keep it as a separate mod and just make it compatible with KCT if that is simpler.-- I would like that cause I want to run SRSS and that would let me have a KSC outside of Columbia >.>.... but yeah, up to you! :P) Anyway, here's a link to Regex's mods, and I hope this helps. Regex Mods Really been jonesing for this mod Magico.... Thank you for your work! It is much appreciated!
  13. This is a little late, (But I've found this late.... >.>) but a possible solution might be a series of small parts that sit on top of the fuselage behind the razorback cockpit that would provide the shape of the razorback. It could be done say, in two angles... with maybe 2 or three parts each. (Or maybe 3 parts with a toggle-able switch for the angle; not sure how complex that would be tho.) Could also have a short part with no angle at all-- To mimic how the Hawker Hurricane looks. ZentroCatson: A work around for now would be to use the Mk 1 cockpit and put a Procedural Part structural cone behind the cockpit so it overlaps the back of the bubble. It works for now.
  14. Christ.... I'm never getting off of Kerbin now..... Nice mod! Now I get to fool around with it! (Going to play with those leading edge slats on some P_Wings...
  15. I also have this issue, (Issue is fixed) though I only have a few mods at the moment: Procedural Parts, Wings, Fairings, and SVE, and Mechjeb. My MM version is 2.7.5. I am running KSP 1.2.2 and Kerbas_Ad_Astras fork and my output log is at the following link. Output.log Here is a link to a picture of the issue. Link to an image example Game hasn't crashed, but if you need anything else, let me know! Thank you for your help in advance! SOLUTION: I found an extra directory labeled GameData inside my GameData folder. Removing this folder seems to have fixed the issue with solar panels starting deployed.... Fairings and tank butts starting deployed.
  16. Think you'd have to find new landing gear for the back end tho.... I don't remember seeing them in 1.2.1
  17. I need a little advice. It's been awhile since I've played RO and I am having issues getting my second stage to fire. I have an RT connection. What else do I need to consider to light the 2nd stage?
  18. I've started to mess around with this mod after RO... Very interesting idea! (I've been kinda looking for a smaller version.... >.>) I do have a couple questions tho. Does KSC Switcher work with this? And is there a config file or something that would put the ground stations for RemoteTech around the planet? Another thing I noticed, and it's no biggie-- Everything works in game! I saw that in the known issues that clouds don't appear in the main menu screen. That's only correct upon initially loading the game. If you go to settings and return to the menu screen, clouds will be there. It's the same if you've been playing and exit back to the main menu. Dunno if that helps or is just repeating what's already known... >.> Thank you for the mod!
  19. I've been reading through the RVE thread, and I don't wish to clutter it up with what is likely a dumb question, but in it's current form, RVE can be used with KSP 1.1.3 64?

     

    Thank you for your time!

     

    Fizwalker

    1. hellblazer

      hellblazer

      Yes it works fine with 1.1.3 Here is a tutorial on installation if needed: https://www.youtube.com/watch?v=SAE8TOf_Lrc&t=5s

       

  20. I am assuming that you are working with Real Solar System and Realism overhaul (which as far as I know are NOT ready for 1.2.X yet) However, if you are using the stock solar system, may I recommend SVE (which was based on RVE originally, but has since moved on.) , SVE brings the stock environs up to a similar quality. Anyway, back to RSS/RO, I would stay away from 1.2 for now. I believe this does work with 1.1.3, but I am still checking up on it
  21. Ok.... I have a request... and I am not worthy and I need my dose of RealChute.... Cause.... Addicted.... >.> But... I am trying to find the mods for RO (for 1.1.3 cause... Yeah it's not updated yet) and so I am looking for a copy of this mod for 1.1.3..... Please forgive me, Oh Parachute God! Really though, I don't want to bother you, but if you have the 1.1.3, (or if the current mod works with 1.1.3) I would love to have it! Thank you in advance! I'll get Rom to rub your ears or something..... Again, thank you!
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