blowfish Posted November 7, 2015 Share Posted November 7, 2015 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 mkIVThey should be generating the exact same lift per unit area as stock wings. If they aren't, something's probably installed incorrectly. A leftover FerramAerospaceResearch folder from a deleted FAR install is frequently the culprit. Quote Link to comment Share on other sites More sharing options...
TK421d Posted November 8, 2015 Share Posted November 8, 2015 its actually a completely new install, game & mods, from about a week or so ago. i was pruning out unused & bloating mods, and wanted to avoid that exact thing happening.i was having the same trouble in the previous install too. Quote Link to comment Share on other sites More sharing options...
etheoma Posted November 10, 2015 Share Posted November 10, 2015 (edited) Seems incompatible with Real Fuels will change mass to negative masses etc and completely ruins aerodynamic stability. Edited November 11, 2015 by etheoma Quote Link to comment Share on other sites More sharing options...
Lego8_bit Posted November 14, 2015 Share Posted November 14, 2015 would this mod still work on 1.0.5? Quote Link to comment Share on other sites More sharing options...
StickyScissors Posted November 17, 2015 Share Posted November 17, 2015 [quote name='Lego8_bit']would this mod still work on 1.0.5?[/QUOTE] It works fine so far. nothing game-breaking i have found. Quote Link to comment Share on other sites More sharing options...
Generalstarwars333 Posted November 17, 2015 Share Posted November 17, 2015 Good. I may reinstall this mod then! Quote Link to comment Share on other sites More sharing options...
Nertea Posted November 22, 2015 Author Share Posted November 22, 2015 An initial evaluation of this mod found that aside from a few wonky numbers for the engines, things are looking pretty good. I've converted the cargo ramp to the stock plugin, which improves functionality. The main problem is the NearFutureProps package which needs some updates. It's unlikely that this will happen until next week. To apologize, I'll try to include a couple of the new parts. Quote Link to comment Share on other sites More sharing options...
Tal Biohazard Posted November 23, 2015 Share Posted November 23, 2015 [quote name='Nertea']To apologize, I'll try to include a couple of the new parts.[/QUOTE] New parts? Wow I did not see that one coming. I also have not found any game breaking Issue with this mod. Quote Link to comment Share on other sites More sharing options...
jackal40 Posted November 23, 2015 Share Posted November 23, 2015 I've had only one minor issue with the mk14 parts in 1.0.5, the ramp door opens slightly when I launch the aircraft from the hanger. Not a great issue, I just open, then close it before takeoff. Looking forward to more parts - keep up the great work! Quote Link to comment Share on other sites More sharing options...
Captain Sierra Posted November 23, 2015 Share Posted November 23, 2015 [quote name='Nertea']To apologize, I'll try to include a couple of the new parts.[/QUOTE] You ceasing to be dropped off the face of the earth is good enough! Hell, thats enough to get me out of indefinite hiatus. As a sidenote, the stock game has updated radiator code to the point of being able to mimic yours almost 1 for 1 (currently spool time and function toggleability separated from deployment state are the two things not done and these are tiny tiny code tweaks, the latter of which someone's already done for the static panels). With the removal of the need to recode most of the Heat Control radiator systems, could you be motivated to get back to that? First pot of rerelease coffee will be on me. :D Quote Link to comment Share on other sites More sharing options...
Generalstarwars333 Posted November 24, 2015 Share Posted November 24, 2015 Well, I've had some problems with all the fuel fuselages bugging out and not responding. IDK about the engines. Quote Link to comment Share on other sites More sharing options...
Medieval_Man Posted November 26, 2015 Share Posted November 26, 2015 the inline elevator was a whit featureless model for me, everything else seemed to work fine. Quote Link to comment Share on other sites More sharing options...
Akurei Posted December 3, 2015 Share Posted December 3, 2015 Hi I'm sorry if this was mentioned already but I'm having a problem where control surfaces attached to the cargo ramp are locking up when the ramp is opened then closed. Is this a known problem? Quote Link to comment Share on other sites More sharing options...
Captain Sierra Posted December 5, 2015 Share Posted December 5, 2015 On 11/24/2015, 2:45:55, Generalstarwars333 said: Well, I've had some problems with all the fuel fuselages bugging out and not responding. IDK about the engines. That seems like an issue with InterstellarFuelSwitch. Be advised this mod bundles an outdated version of it (though my testing indicates said version functions just fine in 1.0.5). My first suggestion would be to update that. That plugin is what controls the fuel switching and any problem with it, provided it was not Nertea's update that caused it, is likely on the plugin's end. As for the engines, they all run using stock modules (I think the BROADSWORDs use a firespitter module for the bypass animation though) so functionally they should be fine. Quote Link to comment Share on other sites More sharing options...
zvergk Posted December 6, 2015 Share Posted December 6, 2015 thanks great parts mod.but i have some issue with cargo bay.when I try to docking my vehicle into cargo bay vehicle falls into cargo bay floor. Spoiler http://imgur.com/lvoDUSY http://imgur.com/jorcv5z Quote Link to comment Share on other sites More sharing options...
blowfish Posted December 6, 2015 Share Posted December 6, 2015 Probably a result of non-convex colliders. Quote Link to comment Share on other sites More sharing options...
Generalstarwars333 Posted December 7, 2015 Share Posted December 7, 2015 On 12/4/2015, 10:35:30, Captain Sierra said: That seems like an issue with InterstellarFuelSwitch. Be advised this mod bundles an outdated version of it (though my testing indicates said version functions just fine in 1.0.5). My first suggestion would be to update that. That plugin is what controls the fuel switching and any problem with it, provided it was not Nertea's update that caused it, is likely on the plugin's end. As for the engines, they all run using stock modules (I think the BROADSWORDs use a firespitter module for the bypass animation though) so functionally they should be fine. Okay, thank you. I'm glad to know the epic engines still work. Quote Link to comment Share on other sites More sharing options...
Captain Sierra Posted December 7, 2015 Share Posted December 7, 2015 On 12/6/2015, 3:10:22, zvergk said: thanks great parts mod.but i have some issue with cargo bay.when I try to docking my vehicle into cargo bay vehicle falls into cargo bay floor. Reveal hidden contents http://imgur.com/lvoDUSY http://imgur.com/jorcv5z This is a result of parts not colliding with other parts of the same vessel. WHen docked, the two become the same vessel and thus the rover stops colliding with the bay floor. I suggest using winches to lock it down (which does not count as docking) or using them, IR, or some other mechanism to wrangle the rover into the desired position/orientation and then strut it down via KAS struts. 29 minutes ago, Generalstarwars333 said: Okay, thank you. I'm glad to know the epic engines still work. Be advised that while the high bypass intake, extended nacelle, and dudley may visually replicate the goliath, I do not guarantee they function similarly. I suspect some rebalancing may be required there. Quote Link to comment Share on other sites More sharing options...
Generalstarwars333 Posted December 7, 2015 Share Posted December 7, 2015 Well, the normal engines aren't always the ones I'm interested in. It's the 2.5 meter ramjets and the extra dual function engines that are my interest. Quote Link to comment Share on other sites More sharing options...
blowfish Posted December 7, 2015 Share Posted December 7, 2015 1 hour ago, Generalstarwars333 said: Well, the normal engines aren't always the ones I'm interested in. It's the 2.5 meter ramjets and the extra dual function engines that are my interest. There's no ramjet in this mod, just a 2.5m turbojet. Even it it did behave like a ramjet, there's no reason why it wouldn't use the stock module. And the multi mode engines function exactly the same as the stock RAPIER. Quote Link to comment Share on other sites More sharing options...
Captain Sierra Posted December 8, 2015 Share Posted December 8, 2015 I actually did some testing and either the Goliath is stupid weak or the Dudley is stupid strong ... because the latter outclasses the former by more than 2 to 1. Sierra approves of mod parts being better than all-in-one solutions. Quote Link to comment Share on other sites More sharing options...
Generalstarwars333 Posted December 16, 2015 Share Posted December 16, 2015 On 12/7/2015, 6:13:43, blowfish said: There's no ramjet in this mod, just a 2.5m turbojet. Even it it did behave like a ramjet, there's no reason why it wouldn't use the stock module. And the multi mode engines function exactly the same as the stock RAPIER. Turboramjet, whatever. tomato, cabbage tree, same thing. I didn't know the scimitars were rapiers in disguise. I thought they were more powerful or something. Quote Link to comment Share on other sites More sharing options...
blowfish Posted December 16, 2015 Share Posted December 16, 2015 3 minutes ago, Generalstarwars333 said: Turboramjet, whatever. tomato, cabbage tree, same thing. I didn't know the scimitars were rapiers in disguise. I thought they were more powerful or something. They are more powerful, but the way they function is identical to the stock RAPIER. Quote Link to comment Share on other sites More sharing options...
Generalstarwars333 Posted December 16, 2015 Share Posted December 16, 2015 Good. To me more powerful is the same as functioning differently, since my coding experience is limited to scratch and some code combat, and I have no experience with modding whatsoever. Quote Link to comment Share on other sites More sharing options...
Nertea Posted December 16, 2015 Author Share Posted December 16, 2015 I haven't forgotten about you, spaceplane mod. I'll get to you once NFE is good. Quote Link to comment Share on other sites More sharing options...
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