shdwlrd Posted December 5, 2020 Share Posted December 5, 2020 2 hours ago, timbrwolf1121 said: They work, but only when I am not pushing the saucer to its limits. I don't actually know what I am doing so I usually end up plowing through the atmosphere and blowing up any parts that can't handle it. I did recently learn how to use the CFG files though so I may just tweak the stock gear temp for now. lol... it would be easier and cleaner to use a module manager patch for the landing gear. most stock parts can withstand reentry from Kerbins orbit without blowing up. how fast are you going? if you really need to get somewhere fast, use a sub-orbital hop. it takes a few try's to get it right, once you do, you can make it to the opposite side of Kerbin in about 15-20 mins depending of how accurate you are. (it can take about 30-40 min flying hypersonic in the atmosphere.) [1.8.x-1.10.x] Module Manager 4.1.4 (July 7th 2020) - Locked inside edition - Add-on Releases - Kerbal Space Program Forums Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted March 25, 2021 Author Share Posted March 25, 2021 Kerbal Flying Saucers 0.4.11 is now available: Changes - Gravitic engines no longer set the throttle when hover mode is active, but resources are still consumed. - Lowered the unit cost of Graviolium. - Added stock inventory support to storage sections. - Graviolium is no longer produced in the Refinery (which was available at the Space Center). - Graviolium is no longer removed when you launch a vessel. - With Blueshift installed, parts with Graviolium storage will be able to add the resource in the editor when the resource tweak button is enabled. - Fixed issue where gravitic engines without a rotating gravity ring would disable Crazy Mode. - Fixed issue where Graviolium never appears in asteroids. Quote Link to comment Share on other sites More sharing options...
Uncommonality Posted April 7, 2021 Share Posted April 7, 2021 Hi! Could I be so bold as to suggest a Saucer Segment that has a MK2 adapter built into it? The way I currently connect the two is via noclipped mk2-saucer engine mount adapter, but that always looks a bit weird and there's some z-fighting going on. Quote Link to comment Share on other sites More sharing options...
kennyc222 Posted May 5, 2021 Share Posted May 5, 2021 (edited) Hi Angel, the landing gear can't be fit and aligned properly for my UFO craft..please fix it ..thanks also where can i mine the propellium as i can't find any....the crafts you provided don't work anymore..please update the crafts, please? Edited May 5, 2021 by kennyc222 Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted May 5, 2021 Author Share Posted May 5, 2021 On 4/7/2021 at 4:14 AM, Uncommonality said: Hi! Could I be so bold as to suggest a Saucer Segment that has a MK2 adapter built into it? The way I currently connect the two is via noclipped mk2-saucer engine mount adapter, but that always looks a bit weird and there's some z-fighting going on. I do have some significant revisions planned, but am stuck on other projects at the moment. Thanks for the suggestion! 3 hours ago, kennyc222 said: Hi Angel, the landing gear can't be fit and aligned properly for my UFO craft..please fix it ..thanks also where can i mine the propellium as i can't find any....the crafts you provided don't work anymore..please update the crafts, please? Not sure what you're referring to, can you be more specific? Quote Link to comment Share on other sites More sharing options...
kennyc222 Posted May 5, 2021 Share Posted May 5, 2021 it doesn't well aligned for the landing gear and wheel.....also will you incorporate your FTL drive into flying saucer too?? Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted May 7, 2021 Author Share Posted May 7, 2021 On 5/5/2021 at 12:37 AM, kennyc222 said: it doesn't well aligned for the landing gear and wheel.....also will you incorporate your FTL drive into flying saucer too?? Ah ok, that is a known issue with the saucer parts. You may need to play around with attachment locations and then move them where you want them. FTL is indeed planned once I get back to KFS. Blueshift was created specifically for adding FTL to this mod, but it expanded to include a variety of parts for those who wanted FTL without the flying saucers. While currently on hold, the mothership is also poised to become a saucer section for starships, and I am planning an IXS Enterprise like adapter part for the smaller saucer. Quote Link to comment Share on other sites More sharing options...
kennyc222 Posted May 28, 2021 Share Posted May 28, 2021 so nice! thanks for the update i will yry it out! Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 4, 2021 Author Share Posted August 4, 2021 KFS 0.4.12 is now available: - Recompiled for KSP 1.12.2. Quote Link to comment Share on other sites More sharing options...
eldemarco Posted August 11, 2021 Share Posted August 11, 2021 Currently can't get the Vtol Manager to work. I have: ASET Avionics 2.1 ASET Props 1.5 Avionics systems 1.2.3 and RasterPropMonitor 0.31.4 The button shows up on the toolbar, but clicking it has no effect. The GUI doesn't show up. I have several other mods, so it's hard to pinpoint what's causing it. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 11, 2021 Author Share Posted August 11, 2021 1 hour ago, eldemarco said: Currently can't get the Vtol Manager to work. I have: ASET Avionics 2.1 ASET Props 1.5 Avionics systems 1.2.3 and RasterPropMonitor 0.31.4 The button shows up on the toolbar, but clicking it has no effect. The GUI doesn't show up. I have several other mods, so it's hard to pinpoint what's causing it. I have verified that the VTOL manager is working properly in KSP 1.12.1: Make sure to install everything that's in the release bundle. Your WildBlueIndustries folder should have: KFS 000ABARISBridgeDoNotDelete 000WildBlueTools 001KerbalActuators ClassicStockResources FlyingSaucers Quote Link to comment Share on other sites More sharing options...
eldemarco Posted August 14, 2021 Share Posted August 14, 2021 (edited) On 8/11/2021 at 5:48 PM, Angel-125 said: I have verified that the VTOL manager is working properly in KSP 1.12.1: Make sure to install everything that's in the release bundle. Your WildBlueIndustries folder should have: KFS 000ABARISBridgeDoNotDelete 000WildBlueTools 001KerbalActuators ClassicStockResources FlyingSaucers Have the following in my WildBlueIndustries folder: 000ABARISBridgeDoNotDelete 000WildBlueTools 001KerbalActuators Blueshift Buffalo ClassicStockResources DSEV FlyingSaucers KerbalKISItems Still not working. I'm going to start with just Wild Blue and dependencies, and try to find what is incompatible, because Throttle Controlled Avionics is also not showing a GUI in the same manner. Edit: I found the issue. I had been looking for a mod that added gradual science gain, so I installed Station Science, that was what caused the issue. Edited August 15, 2021 by eldemarco Quote Link to comment Share on other sites More sharing options...
eldemarco Posted August 15, 2021 Share Posted August 15, 2021 Also, if anyone else wants to use this, with station science, make sure you have the latest version of the space tux library, and you shouldn't have issues Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 23, 2021 Author Share Posted August 23, 2021 I'm taking a short break from SunkWorks to do a bit of an update for KFS. Here's a preview. New A-51 Mk2 Adapter: It's just like the existing A-51 Engine Mount, but instead of the custom shape of the original (which is still around), this version adapts to the Mk2 form factor. A-51 Conference Room: Per request from @adsii1970, this is a variant of the A-51 Crew Cabin that seats 5 in cramped conditions. Kerbals have to fold out the table to sit down, so better hope to use the restroom before having a long meeting... I have a part in mind similar to the cockpit of the IXS Enterprise that would fit the A-51 saucer sections. Additionally, I have ideas for a 1.25m gravitic engine and a 2.5m version as well. These engines will appear in the Gravity Wave Applications tech tree node and be fully self-contained, combining a fusion reactor, gravitic generator, and gravitic engine all in one. Finally, I'm adjusting the textures slightly to be more in line with Restock. My guess is that these new parts will roll out over the next couple of releases. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 23, 2021 Author Share Posted August 23, 2021 Revamped parts have shiny bits where they should, and not-shiny bits where they shouldn't. Also, I rebuilt the linear aerospike for the Mk2 form factor. I guess I won't be needing the old A-51 backend shape anymore... Quote Link to comment Share on other sites More sharing options...
Spaceman.Spiff Posted August 23, 2021 Share Posted August 23, 2021 IMO that aerospike might be nice in MK-33 as well….. Perhaps for a small-scale test model? Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 24, 2021 Author Share Posted August 24, 2021 (WIP) Thanks to the new part variants for engines that let you remove the tank butts, the older A-51 form factor, with two size 0 attachment nodes and one size 1 node, is no longer needed. But what we do need is a Mk2 Engine Plate similar to those found in Making History... Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 25, 2021 Author Share Posted August 25, 2021 Just in case you don't use Blueshift, I thought I'd share these: It's a flying saucer Space Anomaly based on the crashed flying saucer easter eggs found on Kerbin and the Mun. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 25, 2021 Author Share Posted August 25, 2021 New stock/Near Future Props IVA prop set is being added to the A-51 for when you don't have MOARdV's Avionics Systems installed: The IVA will automatically switch between the stock/NFP IVA and the MOARdV IVA (shout out to @MOARdV, who made the A-51's MAS IVA, I absolutely love it!) Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 27, 2021 Author Share Posted August 27, 2021 (WIP) One of the last two parts I'm making for the A-51. Introducing the IXS Cockpit: Just got this thing modeled and unwrapped and rigged for the game. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 28, 2021 Author Share Posted August 28, 2021 Exterior of the IXS Cockpit is done: This weekend I'm hoping to get a good chunk of the IVA done... Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted August 28, 2021 Author Share Posted August 28, 2021 Done! Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted August 29, 2021 Share Posted August 29, 2021 Well done! Bravo! Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted September 2, 2021 Author Share Posted September 2, 2021 Working on the last (aggravating) part: Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted September 2, 2021 Share Posted September 2, 2021 21 minutes ago, Angel-125 said: the last (aggravating) part It's always the "last" one... Quote Link to comment Share on other sites More sharing options...
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