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mike9606

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Everything posted by mike9606

  1. I believe that caliber is different from the size of the gun. I forgot what the formula is to find the caliber and what it does, but it is different from the gun size.
  2. Well, I discovered a bug of sorts with this mod. If you either revert to launch or leave the craft and come back to it, the cockpit shrinks a little bit (tested with the A model of the Mk1 Cockpit).
  3. Well, I ran into an issue. My idea worked, but symmetry doesn't like it being sideways so it doesn't work. I'm gonna try Mk4 Fuselage now. EDIT1: Mk4 Does not support Tweakscale. Guess I'll just have to make a Land-Destroyer for now. I do think that maybe these should be scaled down a bit. EDIT2: The 5 inch turret is huge even for the Mk4 Fuselage, which itself is big enough to hold 3.75m parts. I think i may uninstall because I do foresee the size being changed so that it works better with stock/non-tweakscale parts.
  4. I myself am installing tweakscale purely so I can make something that'll work with them. Sideways Mk 3 Fuselages upscaled should do the job. It'll probably have to be a ship as even the Mole Tracks from Kerbal Foundries struggle to work with just 1 Bismarck turret (as in slow acceleration to like 1.0 m/s, and no turning ability whatsoever). I could try a Land-Battleship though.
  5. Good luck with that, the 127mm (5") single gun turret has a mass of 18.6, and the next size up (the dual 203mm) is 248.
  6. Downloaded this and holy kraken those turrets are big. The 5" turret is probably the only one that will fit on current sized Maritime Pack hulls, though if a bigger hull is ever released (which is planned I believe) I do have procedural parts installed so I can build a mount thing for the large turrets.
  7. I downloaded 0.2.0 and noticed that for some reason the files that should be in the folder one would put in GameData (like the Squad folder containing stock parts) are just in the file within the download labelled GameData. EDIT1: Response to Doughy: I just made a file in my Gamedata named StateFunding (like it had in 0.1.0) and copied the files to that.
  8. I'm pretty sure that even in the latest dev build propellors are still broken.
  9. I am using the latest JSI Tools, but I think it's because the wheels don't seem to work right in the SPH. They look like they are attached right but they don't actually work.
  10. The transparent windows do not work for me either, though I do have the .cfg for it and the IVA works fine. I built the rover in the SPH by the way. Also, the wheels sink into the ground and tilt to the side when I try to steer. When attempting to move forwards or backwards the wheels spin but the vehicle just bounces a little bit. I do have the latest versions of all requirements so I do not know why it is acting strange.
  11. Well I created a simple drone aircraft using these parts, but whenever I start the engines after a bit the drone core as well as the seats and other stuff I put in the service bay behind the drone core overheat and explode for no apparent reason. I have KJR installed but not FAR.
  12. A note for fellow WoWS players: A gift ship is currently available for the 17th Anniversary of Wargaming. If you enter the code "ALBANY" (without the quotation marks of course) in the bonus code section of the premium shop, you will get the premium ship Albany (CL-23, to clarify which Albany it is) and a port slot for it.
  13. The paddlewheeler parts look pretty cool so far, but I'm concerned about the stacks requiring compressed water as you said earlier. Considering how it's ridiculously heavy, it could end up requiring constant ballast changes, and since compressed water is used for the ballast system, that could make things complicated.
  14. Will the Limited Edition EWBCL Livery ever be converted to DDS? I still hold onto my old copies of KSOS for the Limited Edition Livery, and was wondering if it'll ever be covnerted to DDS or if I'll be stuck with a TGA version.
  15. I don't think the 8.8cm is that big. The mount and stuff may be a bit big, but it's the gun the Tiger I's gun is based off of.
  16. Is it even possible to fix this issue or am I only gonna get people saying stuff like the two posts above. If I will just get posts like that instead of anything helpful might as well close the thread.
  17. So I'm having issues with norton security deleting the .dlls of mods I install, saying something about reputation since few Norton users have downloaded the file supposedly. Usually I can just go and restore the file, also excluding it from that happening again in the process. However I installed procedural parts, had the same issue and went to go restore it but now Norton refuses to open at all. No amount of mashing the mousepad or mouse buttons as fast as physically possible will get it to open. It does however continue to delete the .dlls when I copy them back. I'm wondering if anyone can help me get those files restored and make an exclusion for my KSP directory so I don't have to deal with this again. NOTE: I apologize if this in in the wrong section as I wasn't sure where it would fit in, I'm perfectly fine with this being moved to a section it would be better in, since I couldn't find one specifically about stuff like it it myself.
  18. Well, I've been messing around a bit and noticed just how powerful the DB 605K is. I made a flying wing design after seeing one and the What did you do in KSP today thread, that combined with the fact I was having stability issues with conventional designs. I made a simple design and put the Bentley on it, and it flew pretty well. Decided to put the DB 605K on it (or KB 605K as I prefer calling it) and discovered just how powerful it truly is. at the minimum power to start the engine I was able to take off and hold around 127 m/s at low altitude. At full power I got up to around 280. I didn't test high altitude though. I have noticed an issue with the aircraft engine though. It seems impossibly to keep them from overheating. I didn't test the Bentley exactly though did notice constant overheating at power, and putting the 605K at the first big notch on the throttle thing on the navball heats up the oil to overheating pint, even with the 2 liquid radiators I put on at max flow rate. I did notice the radiators appeared to be closed. I cannot find anything on this in the user guide too. EDIT1: Adding 2 more radiators fixed the issue with the 605K.
  19. I think my install might have gotten messed up. i'll try a new one as I was having some other odd issues as well.
  20. I have mods, but FAR is not one of them.
  21. Oops, that's mine. I thought the .craft file thing was directed at me. That craft does have the same issue though. I guess my editor is broken though. The CoL and CoM are in different places for me. I don't know why the CoM and CoL are in different places in your editor.
  22. Ok, here's the .craft for the KT-1. Mods Required: Adjustable Landing Gear, KAX. .Craft File
  23. I find that aircraft like to flip far too much now. With designs that would have worked perfectly fine in previous versions now like to flip oevr for no reason. It seems that you have to have the CoL DIRECTLY in the middle of the CoM or else your craft will flip over. For Example: My KT-1 Dodo (Mk3 Airliner powered by 4 PT-100 TUrboprops from KAX), which flew perfectly fine in the version that it was deisgned (1.0.3 or 1.0.2) now can barely keep itself from flipping with SAS. I think I'm gonig to install FAR because frankly the amount these aircraft want to flip is stupid. The KT-1's CoL is in the middle of the CoM or atleast close as you can get without extreme fine tuning.
  24. Welp, that .cfg doesn't work. I get duplicate parts, for some reason they contain fuel and are in the tanks category, and they don't attach to other parts right. Can anyone give me a .cfg directly from stock 1.0.4?
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