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mrflybykid

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Everything posted by mrflybykid

  1. Thank you so much! It's a dream I've always had, now I can properly fly my bird jet via quick manipulation of the wings and tail rather than with tiny flaps on the wings and tail ^v^!
  2. Question- it's a feature I've always wanted.. were you ever planning on adding the ability to set your various joints and servos to behave like control surfaces, like responding to wasdqe imputs just as a control surface would and automatically resetting afterwards like a control surface? Sorry if I made that sound confusing, but it would be amazing if you could add it, then this mod would have truly limitless potential!
  3. Wondering, are they ever planning on adding extra control options, such as having the various joints being able to react to WASDQE imputs? If that was ever added I would have endless joy~
  4. My mission timer is always yellow unless I am in space with a small vessel. I definitely don't have the kind of computer built to run this game smoothly but it handles the mod fine (minus some occasional overheating which always happens when I play the game for a long time).
  5. I have the same issue, and the separatrons couldn't overcome the drag; the boosters just slam into the rocket and explode instantly even with the extra push to the outside. I guess this can just be compensated with an extra decoupler on the outside for an equal-ish drag on either side, but that would just add a bunch of un-necessary parts. I did however have struts helping hold the boosters on so it may be the problem Renegrade mentioned and not be an issue of drag at all.
  6. I'm not sure if you are aware, but the mod doesn't seem to account for atmospheric drag (Or it just doesn't agree with FAR which changes how drag works). I have a very large jet with 4 turbojet engines and a small jet with 1 basic jet engine. Due to it only seeming to try and match the T/W ratio the big jet's thrust was limited, and it couldn't reach a suitable takeoff speed, while the small jet humorously slammed into the big one at high speed while on the runway destroying them both (The small jet reaches like 700 mph at sea level it's ridiculous). Otherwise it seems to work great for anything outside the atmosphere, which definitely leads to some fun rocket fleet moments. It does co-operate when the crafts in atmosphere are exactly identical though, as shown in the videos provided.
  7. But will the parts re-separate when broken? Or will it act like one pig part and explode all at once... I want it to be stable, but I want it to destruct properly aswell, because this plugin would make it A LOT easier to make massive ships fight to the death in space if it works like I hope.
  8. Can anyone help me? The new gun won't appear in career mode and as such is useless in my save. I tried adding TechRequired = SicenceTech and it appeared under science in parts, but wouldn't let me select it because it said I needed to add an entry cost in the module file, and you can't open those. Can someone send me the part that works in career mode? I don't want to have to make a new save and loose my progress
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