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Everything posted by qromodynmc
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Old kax had turbo mode but he removed it later. Check out some stock parts that creates heat, may find something useful.
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Oh @blackheart612 , take your time, it looks absolutely fantastic!
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Nice you thought about this, I think it's early testing texture? bit dull. Little bit weathering and rivets etc, it'll look awesome.
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@blackheart612 Excellent work as always, You really listen feedback and work quickly, great!.
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btw, there is a newer version of firespitter (7.5.0) but sadly it doesnt fix issue.
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I think it's totally up to firespitter because even firespitter has same issue.
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Looks great! I'll report if i see anything wrong. New cockpit suits well!
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Yeah, actuaally 3.75 parts would be unique and more useful because we already have most mk3 parts.
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Awesome work you got there! You done well concerning mk-1, mk2 parts, mk2.5 and mk3 parts bit left out but i really cant tell if you should or not, it's totally up to you. Anyway, if you decide to make mk2.5 and 3 parts, check out these planes; KC-135 is perfect choice for mk2 base design imo, they're rather slim and smooth, but thing with mk2.5 is, you kinda need to make fuel tanks, cargobays etc since there's none of them in stock game. I use tweakscale but whatever I dont know if you'd interest with mk3 because we already have them in stock, but diversity would be nice i guess. c5 Galaxy would be best bet for mk3, but only cockpit and wings would do just fine i believe. Thanks for great mod again!
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
qromodynmc replied to ferram4's topic in KSP1 Mod Releases
Hello! Im currently having issue but not sure what causes to it. I couldnt decide if this is Far issue or Mfi, so i decided to share on both thread; After launching a plane, i park it near landing strip, launch another plane, after launching second plane first one loses it's lift capabilities i suppose, because it just doesnt take off. Control surfaces looks to be working.; I know Far build is dev build but, somebody gotta find the bugs i guess.- 14,073 replies
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[1.9+] ModularFlightIntegrator 1.2.7 (19 October 2019)
qromodynmc replied to sarbian's topic in KSP1 Mod Releases
Hello! I installed this mod along with dev build of Far, currently having issue but not sure what causes to it. I couldnt decide if this is Far issue or Mfi, so i decided to share on both thread; After launching a plane, i park it near landing strip, launch another plane, after launching second plane first one loses it's lift capabilities i suppose, because it just doesnt take off. Control surfaces looks to be working.; I know Far build is dev build but, somebody gotta find the bugs i guess. -
New update looks awesome! everything goes nicely and parts filling the gaps
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Still, as i said, other cockpits dont fit into stock style much, also i want to support blackheart with his modding.
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Looks great! but i actually thougth you'd make something like this; But maybe it's impossible to model this in 3d or it may take a lot. Good luck! (waiting for u. )
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Haha, I knew i could count on you! Awesome work, eagerly waiting for it!.
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I kinda want to update mod but im still on 1.2.1 and i have no plan to update to 1.2.2 till all my mods get updated.
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Hey @Shadowmage, i wanted to ask something; does kerbal foundries cfg files still work when your patch applied? Turn speed is absymal when using neutral steering, i tried adjusting everything and when i get somewhat useful turn, this time friction goes way too low. Should i start messing with KF configs or im missing something?
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Yeah, some of them are good but i kinda like Blackheart's way of modding more, it's more close to stock type.
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@blackheart612 That's why i asked you, Because you're making amazing things! hope to receive good news from you soon.. Btw when we'll get this new fancy parts?
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Hello! i was wondering if you have any plans to do twin seat mk1 cockpit in the future, I was feeling the need of this for a while and decided to ask you since you're really active with these business. Super hornet has really nice and universal looking cockpit, im pretty sure it'd be really useful in ksp. (Putting two mk1 cockpit together looks absurdly ugly, i dont even want to mention..)
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From this; name = KSPWheelMotor wheelIndex = 1 maxMotorTorque = 0.10 resourceAmount = 0.25 throttleResponse = 2 tankSteering = true maxRPM = 600 to this; name = KSPWheelMotor wheelIndex = 1 maxMotorTorque = 1.0 resourceAmount = 0.25 throttleResponse = 2 tankSteering = true maxRPM = 2000 Lines are from KSPWheel patches folder, KF-tracklong.cfg.
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I installed this today and i must say THANK YOU!.. There are some issues but so far so good it feels amazing to see this mod working again. Here is an example tank i built; at first tracks felt very underpowered and i had to edit config a bit, other than that it works perfectly, just needs proper adjustments.
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hah, that'd be very uncomfortable for a kerbal.
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