Stoney3K Posted October 10, 2015 Share Posted October 10, 2015 I've found the B9 Procedural Wings work wonderfully with the Mark IV system. Personally, I'd rather see Nertea work on more unique parts and features that aren't available in complementary mods.I consider the Mk4 to be the first expansion that may be integrated into stock in a future update (along with Nertea's wonderful Near Future packs). If I get a comprehensive space plane pack, I'd expect there to be some wing parts to go with that. Right now, we only have the Big-S and FAT wing parts for Mk3 and Mk4 designs, which quickly become either *way* too small on large ships or too large and sluggish. I always loved the early type A/B/C/D wing panels which you could snap together like Legos to build your own type of wing.Aside from the fact that I really don't like procedural wings, but that is a matter of personal taste. Quote Link to comment Share on other sites More sharing options...
badrobit Posted October 14, 2015 Share Posted October 14, 2015 (edited) No matter what I do or add to the cockpit I am unable to get it to move the center of lift or thrustUPDATE: Turns out this was not a problem with the Mark IV system but rather the B9 procedural wings that I was using. Edited October 14, 2015 by badrobit added second image Quote Link to comment Share on other sites More sharing options...
ZodiusInfuser Posted October 14, 2015 Share Posted October 14, 2015 Also in the works are a smaller electric lift fan...Darn, I really should have got my IR rework themed electric fans done before I went on hiatus. Are yours bottom or side mounted? Quote Link to comment Share on other sites More sharing options...
Generalstarwars333 Posted October 19, 2015 Share Posted October 19, 2015 Wow. I can actually get to orbit with this. And it's my first ever circular orbit. and it's also my first ever spaceplane orbit. I might even eventually try to do the inposible and land it. (I have succesfully landed a plane intact and without parachutes before twice [one was the aeris 3a with a ramjet stuck on, the other was a vtol that couldn't vtol but could take off and land in a short space], but I've never attempted to land one from orbit. probably because I've never gotten them to orbit before...)- - - Updated - - -This is awesome though. also, a plane with mainsails. I must try to make that... Quote Link to comment Share on other sites More sharing options...
alphaparrot324 Posted October 22, 2015 Share Posted October 22, 2015 Apologies if this has been brought up before, or if it's a known bug with a workaround, but my own searches didn't turn up anything. I have noticed for some time now that if I put the tail ramp on a craft, when I switch focus away from the craft, upon switching back, the ramp is *always* open, regardless of what state I left it in. It claims to think it's open, but if I toggle the action group to close it, it doesn't close (as if it's switching from closed to open rather than open to closed), and it takes a second click to close it. So somewhere in the code, it knows it should be closed, but that's not consistent with the game thinks its doing. I have not noticed this behavior on any other parts, but it's extremely consistent with the tail ramp. Any ideas? Quote Link to comment Share on other sites More sharing options...
Nertea Posted October 26, 2015 Author Share Posted October 26, 2015 Darn, I really should have got my IR rework themed electric fans done before I went on hiatus. Are yours bottom or side mounted?Side mounted at the moment, but options could change!Apologies if this has been brought up before, or if it's a known bug with a workaround, but my own searches didn't turn up anything. I have noticed for some time now that if I put the tail ramp on a craft, when I switch focus away from the craft, upon switching back, the ramp is *always* open, regardless of what state I left it in. It claims to think it's open, but if I toggle the action group to close it, it doesn't close (as if it's switching from closed to open rather than open to closed), and it takes a second click to close it. So somewhere in the code, it knows it should be closed, but that's not consistent with the game thinks its doing. I have not noticed this behavior on any other parts, but it's extremely consistent with the tail ramp. Any ideas?Sometimes my hijacks isn't great. I'm not willing to put time into fixing it, because the upcoming 1.05 cargo bay looks like it'll have a module that will replicate the behaviour without me having to support it. Quote Link to comment Share on other sites More sharing options...
TK421d Posted October 26, 2015 Share Posted October 26, 2015 (edited) i'm wondering if some of you could show some spaceplanes you've built with these? i love the parts but can never get anything built stable enought to actually fly (makes for some spectacular unplanned dissasemblies though).the parts generate so much lift, i can never get the center far enough back to make anything stable.EDIT: disregard. i have been building with b9 pwings the last couple days, and turns out that is the problem, they just arent generating lift like they should.spent 20 minutes building with stock wings and boom; SSTO. Edited October 26, 2015 by BobsYerUncle Quote Link to comment Share on other sites More sharing options...
Generalstarwars333 Posted October 26, 2015 Share Posted October 26, 2015 The question is, can you land it? I can't land mine. I don't think. mine doesn't have parachutes, and since I don't know where it would come back into the atmosphere and land,I don't want to risk it that much. unless I got it to the ksc and the runway, though probably not enough runway... Quote Link to comment Share on other sites More sharing options...
TK421d Posted October 26, 2015 Share Posted October 26, 2015 Haha, i cant even land the simplest of planes, much less a spaceplane gliding in... i have to resort to a billion parachutes... Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted October 26, 2015 Share Posted October 26, 2015 Haha, i cant even land the simplest of planes, much less a spaceplane gliding in... i have to resort to a billion parachutes...Beetlecat: I want to say one word to you. Just one word.BobsYerUncle: Yes, sir.Beetlecat: Are you listening?BobsYerUncle: Yes, I am.Beetlecat: Airbrakes.BobsYerUncle: Exactly how do you mean?Beetlecat: There's a great future in airbrakes. Think about it. Will you think about it? Quote Link to comment Share on other sites More sharing options...
Saybur Stuff Posted October 27, 2015 Share Posted October 27, 2015 Have you thought about adding a hydrogen/etc fuel mode for all the tank parts? I use Near Future, it'd be nice to have that as a fuel option Quote Link to comment Share on other sites More sharing options...
Generalstarwars333 Posted October 27, 2015 Share Posted October 27, 2015 Haha, i cant even land the simplest of planes, much less a spaceplane gliding in... i have to resort to a billion parachutes...That was me. Then, after putting a ramjet on the aeris 3a, i did a horrible lineup for a landing and touched down on the runway at about 120-130 mph, braked, started deploying the flaps, and stopped at about 30 yards from the end. I'd glided into it. it was awesome. just slow down, maybe use airbrakes, try to land on flat ground, and just brake and maybe deploy flaps. try that.- - - Updated - - -Also try the aeris 3 a, which is of course a dream to fly.- - - Updated - - -Also, airbrakes. especially for VTOLS, since although the one I made that actually works and doesn't try to flip itself can do the VTO part, and can't do the L part VTOL style. it does a more convnetional landing, often in the grasslands bumpy hills due to me not turnign around. also, it's ramjet makes it uncontrolable once it gets up to fast speeds. Quote Link to comment Share on other sites More sharing options...
Cdodders Posted November 1, 2015 Share Posted November 1, 2015 Would you consider vertically extending landing gear (not wheels) and a cargo pod that can be detached from the main fuselage? Seeing as it is TB2, it might as well act like it Quote Link to comment Share on other sites More sharing options...
Nemesis bosseret Posted November 3, 2015 Share Posted November 3, 2015 so.......... ive got a wierd issue that i was directed here thru reading but after reading all 79 pages of this thread i cannot find it, maybe im just blind but can someone direct me or help me with this, I love the MK 4 space plane parts, but i also use OPT for different SSTO solutions, but i normally mesh both mods, for example ill use MK4 engines on OPT planes, and OPT wings one MK 4 planes, but as of late ive had a issue with OPT wings not working. There basically like the BIG S wings but with built in control surfaces..... makes it easier when im running mods that make procedual wings not work due to mods like FASA. the control surfaces just do not work. "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." If anyone knows about this config please let me know Quote Link to comment Share on other sites More sharing options...
Nemesis bosseret Posted November 3, 2015 Share Posted November 3, 2015 NVM just confirmed its not MK4 space planes........ Deleted mod all together and it still does not work Quote Link to comment Share on other sites More sharing options...
StahnAileron Posted November 3, 2015 Share Posted November 3, 2015 If I recall, OPT wings have an issue with FAR in general. You need to be in stock aero. (Though I THINK there's a cfg floating around that gives OPT wings proper FAR support.) If you don't have FAR (or even NEAR, though NEAR is essentially deprecated at this point), I have no idea. Have you read through the OPT thread as well? Quote Link to comment Share on other sites More sharing options...
Nemesis bosseret Posted November 3, 2015 Share Posted November 3, 2015 Ya I did check opt. I'm not sure what the heck is causing the issue, on the opt page they said it was a mk 4 conflict, I don't have far or near, and I tried deleting the mk 4 mod, the mod manger cache,... damn near wrecked my game, spent 4 hours fixing it. Now I'm lost Quote Link to comment Share on other sites More sharing options...
CommanderSonic Posted November 4, 2015 Share Posted November 4, 2015 Can't wait for the next update with more parts, btw, my fuel tanks seem to have a texturing problem help? Quote Link to comment Share on other sites More sharing options...
Supermarine Posted November 4, 2015 Share Posted November 4, 2015 Hello!This mod includes some "interstellar switch". I'm not interested in the Interstellar mod. Can I delete that without problems? Quote Link to comment Share on other sites More sharing options...
billkerbinsky Posted November 4, 2015 Share Posted November 4, 2015 Hello!This mod includes some "interstellar switch". I'm not interested in the Interstellar mod. Can I delete that without problems?The Interstellar fuel switch plugin allows a single part to be switched between multiple configurations (generally different fuels or combinations of fuels), reducing the number of distinct parts that a mod needs to ship; it has nothing to do with the Interstellar mod's parts. No real reason to exclude it. Quote Link to comment Share on other sites More sharing options...
Supermarine Posted November 4, 2015 Share Posted November 4, 2015 The Interstellar fuel switch plugin allows a single part to be switched between multiple configurations (generally different fuels or combinations of fuels), reducing the number of distinct parts that a mod needs to ship; it has nothing to do with the Interstellar mod's parts. No real reason to exclude it.Ah, thank you! Then I guess I'm downloading the update it requires. Quote Link to comment Share on other sites More sharing options...
Generalstarwars333 Posted November 4, 2015 Share Posted November 4, 2015 Can't wait for the next update with more parts, btw, my fuel tanks seem to have a texturing problem help?I've had aa similar problem, though for me as I recall it seemed to be only the longer ones. (BTW, isn't it the starship enterprise? Or is that intentional?) Quote Link to comment Share on other sites More sharing options...
Michaelo90 Posted November 7, 2015 Share Posted November 7, 2015 This is great! I just wish the parts were just a little higher, so you could fit 3.75m parts nicely in the cargo bays. You can squeeze them in now but there's not even enough space left for RCS thrusters. Quote Link to comment Share on other sites More sharing options...
Generalstarwars333 Posted November 7, 2015 Share Posted November 7, 2015 I now have a problem with the short fuel tanks not responding to my right clicking on them to try and get them to work, along with the long fuel tanks still graphically spazzing out. Quote Link to comment Share on other sites More sharing options...
TK421d Posted November 7, 2015 Share Posted November 7, 2015 I've found the B9 Procedural Wings work wonderfully with the Mark IV system. Personally, I'd rather see Nertea work on more unique parts and features that aren't available in complementary mods.i'm curious, are you using FAR? because i find the exact opposite to be the case with it installed. i cant get b9-pwings to generate lift for anything, much left a behemoth like the mkIV Quote Link to comment Share on other sites More sharing options...
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