Dogpool Posted August 27, 2015 Share Posted August 27, 2015 Awesome models man by far my favorite plane related mod.What is the reason for killing J. Edgar (I like those a lot)? Those engines look awesome and as Hookswords demonstrated badass things can be made with them. Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted August 27, 2015 Author Share Posted August 27, 2015 @Dogpool; The primary reason for depreciating the 'J.Edgar' line of hover engines was a concern about part bloat and to a lesser degree about styling. This pack already has 12 engines, with plans for for a few new LF/O rocket engines in the works. Keeping the J Edgars would add another two to that. That said, I suppose I could return them as heavy lift engines or something.Question for the thread: Do people: A) Prefer the new engines? Prefer the old engines?C) Want to have them both with the old engines tweaked for heavy lifting and the new engines kept as light weight fighter VTOL engines? Quote Link to comment Share on other sites More sharing options...
frozenwatters Posted August 27, 2015 Share Posted August 27, 2015 @Dogpool; The primary reason for depreciating the 'J.Edgar' line of hover engines was a concern about part bloat and to a lesser degree about styling. This pack already has 12 engines, with plans for for a few new LF/O rocket engines in the works. Keeping the J Edgars would add another two to that. That said, I suppose I could return them as heavy lift engines or something.Question for the thread: Do people: A) Prefer the new engines? Prefer the old engines?C) Want to have them both with the old engines tweaked for heavy lifting and the new engines kept as light weight fighter VTOL engines?Personally I would prefer to have them both - if someone really does not want something, then they can ditch it themselves.Cheers, Quote Link to comment Share on other sites More sharing options...
Dogpool Posted August 27, 2015 Share Posted August 27, 2015 I agree with @frozenwatters ditching unnecessary parts is not hard and a must in order to keep part counts downAlso in my previous post I wanted to ask if chine intakes are in your plan for the future, but I got distracted by beer And now you got me hyped over mentioning LF/O Quote Link to comment Share on other sites More sharing options...
DavidBowman Posted August 27, 2015 Share Posted August 27, 2015 There's really no need for depreciation. As frozenwatters said, if someone doesn't want them, they could delete them themselves.The only thing they'd need is a little buff! Compared to their size, they fall a bit short. Just a bit Quote Link to comment Share on other sites More sharing options...
Rybec Posted August 28, 2015 Share Posted August 28, 2015 There's really no need for depreciation. As frozenwatters said, if someone doesn't want them, they could delete them themselves.That's what I do, some parts in here are really neat and I like them a lot, but others I would never ever use or are redundant with other mods I use.In other words, just do whatever you want, it's your mod. You can have as many or as few engines as you like, and if we disagree we can tweak it to suit ourselves. Quote Link to comment Share on other sites More sharing options...
Svm420 Posted August 28, 2015 Share Posted August 28, 2015 That's what I do, some parts in here are really neat and I like them a lot, but others I would never ever use or are redundant with other mods I use.In other words, just do whatever you want, it's your mod. You can have as many or as few engines as you like, and if we disagree we can tweak it to suit ourselves.This is the attitude I wish more users would have. Instead of make it for me and how I want it. Quote Link to comment Share on other sites More sharing options...
TheHengeProphet Posted August 28, 2015 Share Posted August 28, 2015 C: Have them both! I don't use many of the engines, but I like having them there.I have a query for you, SuicidalInsanity: May I redistribute your original Viper cockpit on its own, for the sole purpose of allowing my craft to be usable by others? Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted August 28, 2015 Author Share Posted August 28, 2015 Looks like the old engines will be kept, then.@TheHengeProphet; Sure, go for it. Quote Link to comment Share on other sites More sharing options...
Minecraf345 Posted August 28, 2015 Share Posted August 28, 2015 @King_komodo93; Did you install the Community Resource pack bundled with the mod? It's a dependency.@Minecraf345;A screenshot of the issue would help. @TheHengeProphet; That's odd, since FAR thought the previous version was hollow half way down the cockpitI finally was able to get a screenshot Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted August 29, 2015 Author Share Posted August 29, 2015 @Minecraf345;Huh. That shouldn't be there. Thanks for bringing it to my attention; I'll fix it for next update.@Everyone: The recent general response of pick & cull in regards to what parts people use got me curious. What parts do people use? So, two quick questions for the thread:1: What part(s) do you consider essential/use most? 2: What part(s) do you consider unnecessary/use least?This isn't going to serve as the basis for further part depreciations or anything like that - I'm simply interested to see how players make use of these parts. Quote Link to comment Share on other sites More sharing options...
Minecraf345 Posted August 29, 2015 Share Posted August 29, 2015 It is like that on both sides, I love the cockpit, but I cant go fast with out my Kerbals exploding due to decompression ( I know that is not in game yet), their deaths need to be earthy or burny Quote Link to comment Share on other sites More sharing options...
Grumman Posted August 29, 2015 Share Posted August 29, 2015 (edited) @Everyone: The recent general response of pick & cull in regards to what parts people use got me curious. What parts do people use? So, two quick questions for the thread:1: What part(s) do you consider essential/use most? 2: What part(s) do you consider unnecessary/use least?This isn't going to serve as the basis for further part depreciations or anything like that - I'm simply interested to see how players make use of these parts.Here are the ones that I've got installed:AERO:Adapter IntakeManta IntakeCOMMAND:Angler CockpitBlade CockpitFishhead CockpitRaven CockpitViper CockpitENGINES:Pluto EngineFUELTANKS:SpadeTailTricouplerSTRUCTURAL:Mk 2 DecouplerT-HubX-HubA part that I would like to see in the future is a short Mk3-Mk2 Bi-Adapter (like the TVR-200L Stack Bi-Adapter). Edited August 29, 2015 by Grumman Quote Link to comment Share on other sites More sharing options...
01010101lzy Posted August 29, 2015 Share Posted August 29, 2015 For RO users, there is an RO engine config courtesy of 01010101lzy: LinkThat is a RF config...And it hasn't been updated for a long time, so I am willing to re-config it some time... Quote Link to comment Share on other sites More sharing options...
TheHengeProphet Posted August 29, 2015 Share Posted August 29, 2015 Thanks!And here's the list of parts I use on a regular basis:-CommandThe old CB-C Viper cockpitHV Mk2-1R-71 Mk2SC-TD Multipurpose cockpit-ControlNone of these, but I've mainly been working on in-atmo craft.-Air Intakes1.25m to Mk2 inline air intake-Engines'Afterburn' TurboRamJet Been working on a challenge that's restrictive toward engines.-AerodynamicChines in three flavorsMk1 scale chine pieces - short, long, and end cap segments for 1.25m partsMk2 scale chine pieces - short, long, and end cap segments for Mk2 fuselagesMk2 scale chine wing root pieces - chine adapter, short, and long segments-Fuselage and structuralShrouded 1.25m Engine MountHypersonic Mk2 nosecone with integrated RCSSpadetail Mk2 to wing adapterMk2 inverter fuselage Quote Link to comment Share on other sites More sharing options...
SciMan Posted August 29, 2015 Share Posted August 29, 2015 (edited) Is anyone else finding it EXTREMELY hard if not outright impossible to make any sort of functional VTOL aircraft using the VTOL engines?I can balance the thrust of the engines over the center of mass just fine.I can't get anything to get off the ground vertically when fully fueled. Even partially fueled, stuff only hovers at extremely high throttle settings.While this might be considered "realistic" by some, it's not fun in any way that I know of.Two of the engines are for making a plane that looks like the Harrier. Something is wrong if I make a plane that looks like a Harrier, and it refuses to take off vertically like a Harrier can.In other words, the VTOL engines are grossly underpowered in the thrust department. The engines can barely get out of their own way, let alone lift a plane built around them.To fix the thrust problem, I was forced to overlap two engines in the same place using the offset tool, and even then the thing only started to hover at 80% throttle.I think the real fix will be to double the thrust from at least the two Mk2 VTOL engines (the Pegasus and Siddley) Probably the PO-GO as well, but that might work with a 1.5x increase in thrust (currently 40, increased to 60).While I'm at it, what's with the PO-GO engine having a lifting surface? That seems odd, and it can cause CoL issues when you're trying to get the CoT and CoM aligned. Edited August 29, 2015 by SciMan Quote Link to comment Share on other sites More sharing options...
MaverickSawyer Posted August 30, 2015 Share Posted August 30, 2015 Re: Balance: Use the RCS Build Aid plugin. Set up the design to have the dry and wet CoM in the same spot, then adjust your thrust levels until the torque is minimized. Quote Link to comment Share on other sites More sharing options...
Rybec Posted August 30, 2015 Share Posted August 30, 2015 Mk2Expansion/Parts/Aero/Chines/Mk2Expansion/Parts/Aero/mk1Chines/Mk2Expansion/Parts/Command/Fishhead/Mk2Expansion/Parts/Command/Raven/Mk2Expansion/Parts/Command/Viper/Mk2Expansion/Parts/Engines/Aerospike/Mk2Expansion/Parts/Engines/PLUTO/Mk2Expansion/Parts/FuelTank/Inverter/Mk2Expansion/Parts/Structural/Mk2Expansion/Parts/Utility/DockingPort/Mk2Expansion/Parts/Utility/RCS/C_BlockMk2Expansion/Parts/Utility/RCS/CblockMk2Expansion/Parts/Utility/RCS/E_BlockMk2Expansion/Parts/Utility/ServiceBay/Mk2Expansion/Spaces/RavenPit/Mk2Expansion/Spaces/TunaPit/That's all the stuff I've pulled out. I don't need chines because I have b9 procedural wings (but would totally use them if I didn't). I've pulled the cockpits out largely to reduce part clutter (most of the time I'll probably use the mk2 inline with the hypersonic nose as it has the least drag).Engines/service bay were removed due to overlap with other mods. Docking nosecone was removed because it's not pointy enough for supersonic flight and my use of connected living space means I can't really put it at the back.The inverter and the structural hubs are interesting, but I just don't see myself ever using them. I've seen cool stuff made with them, but that's just not my build style. Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted August 30, 2015 Author Share Posted August 30, 2015 @ SciMan; The Jumpjet radial VTOL engine is not supposed to have a lifting surface - slipped in when writing the .cfg (thanks, copy-paste). As to your troubles with VTOL craft, how heavy are your planes? If you want more powerful VTOL engines, at present you have two easy options: In the Mk2Expansion/parts/Legacy folder there are the old VTOL engines. Simply move them to the Mk2Expansion/Parts/Engines to be able to use them. They are larger, but more powerful. Alternatively, if you don't want to mess around with that, then you can use a MM patch to buff the engines: @PART[M2X_Pegasus]{ @MODULE[ModuleEngines*] { @maxThrust = 150 }}@PART[M2X_Siddeley]{ @MODULE[ModuleEngines*] { @maxThrust = 150 }}@PART[M2X_Jumpjet]{ @MODULE[ModuleEngines*] { @maxThrust = 60 }} Quote Link to comment Share on other sites More sharing options...
SciMan Posted August 31, 2015 Share Posted August 31, 2015 (edited) The craft I was having problems with wasn't heavy at all.It's only a small fighter, probably under 10t mass fully fueled.I did the MM config thing. So far, results are OK.Why were the J-Edgar VTOL engines moved to "legacy" status anyways? Asking because I don't like to get in the habit of using deprecated stuff because I never know when it'll disappear for good. Edited August 31, 2015 by SciMan Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted August 31, 2015 Author Share Posted August 31, 2015 @ SciMan; under 10 tons? Hmmm. Looks like an engine stats tweaking is in order. Don't worry about the J. Edgars - they'll be back in the next update. The reason they are where they are currently was the original plan was to replace them with the new VTOL engine lineup. At this point, though, they will be tweaked to be suitable for heavy lift applications to supplement the lighter Siddeley and pegasus engines. Quote Link to comment Share on other sites More sharing options...
greydragon70 Posted September 1, 2015 Share Posted September 1, 2015 (edited) For some reason I keep getting this when I go to Kerbal Stuff to download both MK2 Expansion and the Tie Fighter pod... https://www.dropbox.com/s/ug64n861s4rf08z/Capture.JPG?dl=0Is there another place to download these mods? Edited September 1, 2015 by greydragon70 Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted September 1, 2015 Author Share Posted September 1, 2015 @ greydragon70: I've added a github DL link to the OPs for both mods Quote Link to comment Share on other sites More sharing options...
greydragon70 Posted September 1, 2015 Share Posted September 1, 2015 @ greydragon70: I've added a github DL link to the OPs for both modsThanks! Kerbal Stuff is working now, just had to update my antivirus and browser so they would accept the new certificate he is using.By the way I love the Mk2 Expansion. It's on my top five list of mods I can't go without. Can't wait to play with the Tie Fighter cockpit. Quote Link to comment Share on other sites More sharing options...
Kron0 Posted September 3, 2015 Share Posted September 3, 2015 I'm getting an infinite hang on loading the reactor, any ideas why? Quote Link to comment Share on other sites More sharing options...
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