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736
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Everything posted by 736
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
736 replied to BahamutoD's topic in KSP1 Mod Development
Do you have any plans for a rotary launch assembly? For bombs and missiles? Like This: -
how do you use the catapult? I'm assuming you have to use the new unimplemented landing gear right? If not, I'm probably just behind on info. Nvm its in a different download. I thought you said you were releasing it with BoatParts in a video
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Vagani Car Manufacturers- Get Inspired- Final Challenge
736 replied to Vagani's topic in KSP1 The Spacecraft Exchange
Are the Events testing for stuff like crash tolerance and off road performance? If so, can I remove my original craft from the competition and enter a whole new one in its place? -
Firespitter propeller plane and helicopter parts v7.1 (May 5th) for KSP 1.0
736 replied to Snjo's topic in KSP1 Mod Releases
Please read this: I have tried the 7.0 pre-release, and enjoyed the procedural engines. However I noticed a mistake, but most certainly not a bug. Radial engines do not have inline exhaust pipes in real life, and most do not have any visible exhaust pipes for example: Notice how on this F4U Corsair, despite the large, high-power engine, the exhaust is removed through openings covered by flaps. Another exhaust method for radial engines is common on Japanese late-war planes, like the ki-84 Frank and the improved zeroes (A6M5). A6M5 Zero: In the image, you can see that even though this plane has exhaust pipes, they are not running lengthwise along the plane, they are in a ring around the nose. However, inline exhaust pipes do exist, and are present in planes with inline or V configuration engines, like the P-40: I encourage you to use the inline exhaust pipes for a different engine, but adding them to the radial engine is inaccurate compared to real life. -
Vagani Car Manufacturers- Get Inspired- Final Challenge
736 replied to Vagani's topic in KSP1 The Spacecraft Exchange
Am I allowed to submit another craft? -
Vagani Car Manufacturers- Get Inspired- Final Challenge
736 replied to Vagani's topic in KSP1 The Spacecraft Exchange
This Craft Is No Longer In The Competition some issues with performance led me to redesign my entry for better results in events This post will remain here anyways though Bugatti Veyron Super Sport Replica (High Part Count) Modeled after the world's fastest street car, the Bugatti Veyron Super Sport features a stunningly accurate, high detail, interior and exterior. A modified wheel configuration allows for moderate suspension and high acceleration for its weight. However, its high part count and complex structure means that it is not stable if you should be in a crash. To compensate for a low body, both bumpers have metal plates to shield the more fragile body from the ground when coming off a poor transition from a steep incline. The car handles wonderfully, and can handle even 90 degree turns at high speeds. Specifications: Top Speed: 21.2 m/s Brake Quality: 6 sec. from 17 m/s to a complete stop Acceleration: 10 sec. from complete stop to 17 m/s Part Count: 328 parts Cost: 231,238 Turn Rate: 13 sec. to complete a circle at 17 m/s -
I would get this mod, but I have one criticism preventing me from downloading. Don't you think the turbojet engine should be a Turbojet? I dislike the thought that my high altitude planes have to be remade with another heavy engine. I think you should make the ramjet its own part instead of changing another (commonly used) engine's name and purpose.
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InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
736 replied to InfiniteDice's topic in KSP1 Mod Releases
Boat parts are pretty heavy. Also 28.5 m/s is really fast for a boat -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
736 replied to InfiniteDice's topic in KSP1 Mod Releases
What about model 52: a6m5? It still retained better maneuverability. Zeroes were lighter, however. Look up your facts. Edit: engine strength doesn't necessarily mean maneuverability. Explain to me why lagg-3's can't turn or go fast, but a yak 3 can turn more than twice as fast. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
736 replied to InfiniteDice's topic in KSP1 Mod Releases
That's too heavy; in the war Japan didn't use self sealing fuel tanks And used minimal armor to save weight. They weigh about half the weight of your typical American propeller fighter, and therefore zeroes are much more maneuverable. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
736 replied to InfiniteDice's topic in KSP1 Mod Releases
Is there going to be a lighter, un armored metal like in Japanese zeroes? -
[1.0.x] Procedural Parts Textures | Procedural KW - June 8
736 replied to blackheart612's topic in KSP1 Mod Releases
nvm, i only installed the KWzit and not the fairing-tex. I never read carefully -
[1.0.x] Procedural Parts Textures | Procedural KW - June 8
736 replied to blackheart612's topic in KSP1 Mod Releases
The fairing bases appear, but i can't seem to find where the textures, configs, or models for the actual fairings are not there, so of course they don't appear in game. I downloaded the file again, and it still does not contain fairing part files -
[1.0.x] Procedural Parts Textures | Procedural KW - June 8
736 replied to blackheart612's topic in KSP1 Mod Releases
The parts do not appear at all, I can't see a reason why this would happen. The part configs and textures are all there -
[1.0.x] Procedural Parts Textures | Procedural KW - June 8
736 replied to blackheart612's topic in KSP1 Mod Releases
i have the latest version, and yes i did put the stuff in Gamedata -
[1.0.x] Procedural Parts Textures | Procedural KW - June 8
736 replied to blackheart612's topic in KSP1 Mod Releases
I cant get the fairings to work; i am absolutely sure I installed it correctly though. Is there a mod you know of that conflicts with this? edit: besides active texture management, but i used the fix configs by Greenskull, so what am I doing wrong? -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
736 replied to InfiniteDice's topic in KSP1 Mod Releases
I agree with this; radially attached and slightly clipped parts collide with each other, even on the same craft. This is a big problem for complicated crafts, as parts may clip with each other. It has also rendered the stock "radial attachment node" part useless: it is a bit inset in the part it is attached to. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
736 replied to InfiniteDice's topic in KSP1 Mod Releases
+modern torpedoes (with tubes to launch them from), rotary guns, and more naval gun sizes -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
736 replied to InfiniteDice's topic in KSP1 Mod Releases
Use the 500 lb bombs -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
736 replied to InfiniteDice's topic in KSP1 Mod Releases
You don't need this mod for drop tanks; you put a racial decoupler, a probe rcs, then attach a few Oscar tanks. Then take out the monopropellant and the oxidizer to save weight. Remember to use fuel lines. Doesn't firespitter already have drop tanks?