M_Ouellette Posted October 11, 2015 Share Posted October 11, 2015 I'd have to agree on that some, it does look a bit too chubby for an SSTO, Using J cockpits and adapters to streamline the shape kind of overcomes that. The K cockpit I see credible for a conventional Transport or a booster launched orbiter lander lifting body, where the design is intended to lose speed, like the Space shuttles. I do know that aircraft designers use cylinders for a reason, a pressurized cylinder is easier to reinforce and therefore lighter than any other shape, as well it is less prone to metal fatigue from constant expansion and contraction, so there is some sense to the curved shapes. As for the behavior of the collision meshes, ideally what you say should be true, however these are custom parts that have been known to have odd behavior specific to collisions, so who can say? It would be a worthy experiment and I certainly hope that whoever tries makes a video of the attempt. Link to comment Share on other sites More sharing options...
StahnAileron Posted October 12, 2015 Share Posted October 12, 2015 Just realized something. Might asking a bit much, but can we get a K-Cargo Ramp WITH the MK2 mounting points on it (like the J-K Adaptors?) It would make getting engines onto a ramp-equipped K-Cargo Carrier a bit easier. Link to comment Share on other sites More sharing options...
Neutrinovore Posted October 12, 2015 Share Posted October 12, 2015 Just realized something. Might asking a bit much, but can we get a K-Cargo Ramp WITH the MK2 mounting points on it (like the J-K Adaptors?) It would make getting engines onto a ramp-equipped K-Cargo Carrier a bit easier.Uh, yeah, that's exactly what he did in the Experimental release, v1.8. You haven't tried it yet? Link to comment Share on other sites More sharing options...
StahnAileron Posted October 12, 2015 Share Posted October 12, 2015 Uh, yeah, that's exactly what he did in the Experimental release, v1.8. You haven't tried it yet?LoL.No. I had a 1.7 era vessel in flight, so I couldn't swap the mod pack. 1.7 and 1.8 aren't supposed to used together, so I didn't try that either. Thanks for the heads up. I feel dumb now Link to comment Share on other sites More sharing options...
M_Ouellette Posted October 14, 2015 Share Posted October 14, 2015 The K parts are just way too different in 1.8 now so even if you just wanted just the tail it wouldn't look right even if you could get it to work. Well I tried to build a Valkyrie with the 1.8 parts, it just doesn't look as good IMHO, the old cockpit and it's adapter had lines that flowed together, the new one just going to a J interface doesn't work as good. The new K cockpit is much better than the duck billed platypus version but I still maintain that that kind of cockpit needs to be much longer for the girth. This begs the question, is there an arbitrary length limitation on cockpits? Link to comment Share on other sites More sharing options...
Starwaster Posted October 14, 2015 Share Posted October 14, 2015 Linear aerospike should have gimbaling.The precedent for that is that IRL the linear aerospike would have independently throttleable motors along its upper and lower surfaces. Pitching would be throttling the upper or lower and yawing by throttling the left/right sets of motors. (not sure if the prototype had this capability but it was planned in the final version for the Venture Star)Rolling would require multiple thrust vectors if the part doesn't already have them. (probably should have an odd number, with one dead center for stability) Link to comment Share on other sites More sharing options...
StahnAileron Posted October 14, 2015 Share Posted October 14, 2015 I'd be happy with just pitch control on the Aerospike. Though does KSP natively allow single plane gimballing? I know B9 had the F119's, but I think those required a plugin to restrict the gimballing to a single plane axis. Link to comment Share on other sites More sharing options...
blowfish Posted October 14, 2015 Share Posted October 14, 2015 I know B9 had the F119's, but I think those required a plugin to restrict the gimballing to a single plane axis.Correct, single-axis gimbaling requires using the Klokheed Martian gimbal module rather than the stock one Link to comment Share on other sites More sharing options...
mitchell.benjamin Posted October 15, 2015 Share Posted October 15, 2015 Hi, I seem to have an issue with my ships hitting the runway and flying apart when using this mods parts. Any insight on how to make that not happen? Link to comment Share on other sites More sharing options...
M_Ouellette Posted October 16, 2015 Share Posted October 16, 2015 Hi, I seem to have an issue with my ships hitting the runway and flying apart when using this mods parts. Any insight on how to make that not happen?Avoid part clipping(sticking one part through another), especially in areas near an animation point like a cargo door or ramp, these parts really don't react well to it, and wherever possible use struts to re-enforce your connections. Link to comment Share on other sites More sharing options...
DaRofldude Posted October 17, 2015 Share Posted October 17, 2015 Hi, I'm currently having an issue where the control surfaces on the wings aren't working, has anyone had this problem before, or know how to fix it? Link to comment Share on other sites More sharing options...
stali79 Posted October 17, 2015 Share Posted October 17, 2015 Remove FAR Link to comment Share on other sites More sharing options...
Psyfer Posted October 20, 2015 Share Posted October 20, 2015 Remove FARI'm getting the same issue without Farrum Aerospace. Link to comment Share on other sites More sharing options...
stali79 Posted October 20, 2015 Share Posted October 20, 2015 weird. I had the issue with FAR installed and was all good again once I removed it. Link to comment Share on other sites More sharing options...
Starwaster Posted October 20, 2015 Share Posted October 20, 2015 I'm getting the same issue without Farrum Aerospace.You probably have a leftover FAR config from something else trying to replace the stock modules Link to comment Share on other sites More sharing options...
RushilP Posted October 20, 2015 Share Posted October 20, 2015 The drones/probes don't seem to respond to Remote Tech.The connection system says "N/A" and let's you fly it even when out of range of all communication satellites and other communication systems. Link to comment Share on other sites More sharing options...
Psyfer Posted October 24, 2015 Share Posted October 24, 2015 You probably have a leftover FAR config from something else trying to replace the stock modulesExcept that I've never installed anything related to FAR... :/ Link to comment Share on other sites More sharing options...
Starwaster Posted October 24, 2015 Share Posted October 24, 2015 Except that I've never installed anything related to FAR... :/Create another KSP installation with no other mods but OPT and then try it. (all the wings and control surfaces function just fine for me as is) Link to comment Share on other sites More sharing options...
Kolago Posted October 26, 2015 Share Posted October 26, 2015 Can you add stackSymmetry to the part config ofM3X_Mk2TricouplerstackSymmetry = 2M3X_TricouplerstackSymmetry = 2M3X_QuadcouplerstackSymmetry = 3Thanks! Link to comment Share on other sites More sharing options...
interface Posted October 26, 2015 Share Posted October 26, 2015 Do you have MK4 spaceplane installed? That has a config that forces everything else to act as if FAR is installed. No idea why, there is a fix CFG somewhere in the MK4 thread. Not sure if that is your issue but it sounds exactly the same as the wing lift issue I had from installing Mk4 mod. Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted October 27, 2015 Share Posted October 27, 2015 Kolago, the those M3X parts are from the mk3 expansion, not OPT; the symmetry is fixed in the latest Github commit. Link to comment Share on other sites More sharing options...
Psyfer Posted October 28, 2015 Share Posted October 28, 2015 Do you have MK4 spaceplane installed? That has a config that forces everything else to act as if FAR is installed. No idea why, there is a fix CFG somewhere in the MK4 thread. Not sure if that is your issue but it sounds exactly the same as the wing lift issue I had from installing Mk4 mod.I do in fact.Bugger. I quite like that mod. Link to comment Share on other sites More sharing options...
inigma Posted October 31, 2015 Share Posted October 31, 2015 Well my first impression: AWESOME MOD!My second impression: AWESOME MOD!My third impression: AWESOME MOD!OPT Jumpstar Download: http://www./download/lj32s0p88i8s7vx/Jumpstar.craftNot sure how to use it. It really goes. Link to comment Share on other sites More sharing options...
Neutrinovore Posted October 31, 2015 Share Posted October 31, 2015 Well my first impression: AWESOME MOD!My second impression: AWESOME MOD!My third impression: AWESOME MOD!http://i.imgur.com/6UManMZ.pnghttp://i.imgur.com/Cieml9T.pngOPT Jumpstar Download: http://www./download/lj32s0p88i8s7vx/Jumpstar.craftNot sure how to use it. It really goes.That's a really cool looking ship, dude! But I see what you mean about not really being able to use it for anything. For one thing, you won't be able to get any Kerbals out of it, the way the wings are covering the hatches like that. Link to comment Share on other sites More sharing options...
inigma Posted November 2, 2015 Share Posted November 2, 2015 That's a really cool looking ship, dude! But I see what you mean about not really being able to use it for anything. For one thing, you won't be able to get any Kerbals out of it, the way the wings are covering the hatches like that. Clip a mk1 command pod at the top to act as an "airlock." Worked like a charm. Craft now capable of 80km orbit and return. Link to comment Share on other sites More sharing options...
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