Jump to content

zuff

Members
  • Posts

    48
  • Joined

  • Last visited

Everything posted by zuff

  1. Slew I\'m having troubles loading the 0.13 Luna.craft file. It loads the craft for second then boots me back to the pod select screen. Is there something I\'m missing? I have your main pack downloaded and the 0.13 craft file. EDIT: NVM I had deleted some of the stock parts for Silisko\'s edition. I\'m sure that\'s what was causing the problem.
  2. What\'s getting to you? Criticisms or complaints from the community? If so, ignore it. Take that all with a grain of salt. There\'s a lot of people using your packs so expect a lot of reactions/opinions. You\'re doing great work and don\'t let a few knuckleheads stop you.
  3. Yes I\'ve noticed that too! For a while I thought it was the legs causing the imbalance but got the same results without them.
  4. Yeah but I know Nova could make some for his pack that fit his style better.
  5. Nova I beg you to make lunar legs that fit inside the 2m payload fairings. Looking at the rocket you just posted some legs would be perfect on your lunar lander. I think someone made legs that jut out a bit then they go straight down. That\'s the style that would work well with your pack.
  6. I can\'t stress highly enough that Desura is what you\'re looking for here. They support aloha games along with many versions at once ( example: a solid release and experimental)
  7. Very cool rocket! Mind if I ask what other mods you used to make that?
  8. Are you replying to me? If so please use 'quote' it helps Do you only need one ASAS to function across your whole ship? I figured you needed to use them like SAS where they need to be connected to the rocket it stabilizes. EDIT: Oh nvm, missed the last page of this thread. Thanks Tiberion
  9. Oh so they\'re supposed to be gone? Well any chance of a 2m ASAS then?
  10. Not sure if it\'s just me, but the SAS modules have disappeared. The only one left is the 1m ASAS.
  11. Sorry if this has been mentioned already, but a 2m decoupler (same height as your new regular decoupler) would be great. Still loving this pack! It\'s been my favorite by far.
  12. Amazing texture work. Definitely some of the best I\'ve seen for Kerbal so far. What fuel tank are you using in the middle of that screenshot? Between the RCS and Orbit tanks?
  13. Is it possible to run fuel through the SAS or is that technically possible?
  14. aye! thanks! sorry if it\'s been mentioned before, but what exactly does the advanced SAS module do over the regular SAS? edit: first flight successful! orbit\'s a bit farther out then I wanted, but it\'ll work! edit 2: doh nvm my SAS question, didn\'t know that was an added feature in .11!
  15. this one? http://kerbalspaceprogram.com/forum/index.php?topic=286.msg1872#msg1872 It doesn\'t have enough drag to save rockets, does it? I remember trying it without much effect.
  16. Excellent! Quick question. How do I switch out the mk1 pod for the mk3 pod? I\'m sure it\'s a simple change in the cfg but I can\'t figure it out.
  17. nice! Just downloaded. Have a changelog? also, great pack btw! HarvesteR should definitely use these parts!
  18. I\'m wanting to make a tri-set of rocket parachutes that you would attach on solid boosters for safe splashdowns. I\'ve tried duplicating the existing mk16 parachute and adjusting the 'fullyDeployedDrag' to higher numbers in the part.cfg, but the problem I run into is when the parachute is semi deployed (still closed) it immediately rips off whatever it\'s attached to. What parameters would I need to change to make a stronger-binding parachute? I do plan on modeling these in the future, too, and in the end I wan them to look similar to this: Attached is the default mk16 parachute part.cfg file if anyone needs to take a quick look.
×
×
  • Create New...