![]() ![]() Neither worked, but I don't use the whole package, just the dll.Īnyway, hope it's an easily solvable problem, because I would love to use these! Is there some part of Firespitter that you needed to include but didn't, perhaps? I tried the FS you packaged, and I also tried the latest one I already had. I know you said you weren't very comfortable writing cfgs, but I took a quick look and didn't SEE any obvious problems (it usually locks up like that when a resource definition is missing). The load screen locks up when it reaches your parts, and the game won't load. I'm a huge fan of WWII aircraft, and these look completely AWESOME! a lot on producing important info in reconfiguring performance, thanks a lot! Edited Augby blackheart612 Shout out and big thanks to doing a test run back then. Most performance configs powered by Rawlings Firespitter and Modulemanager which are included in the pack are made by different authors with their own licenses. The sounds are in AirplanePlus/Sounds/Patch, simply delete the folder. How do I disable the sound patch for stock engines? I know, it's not a question, but there's a part deleter's guide in the zip itself, you can check it out and see which parts you want and it says there where it is. I don't want all the parts/I only want certain parts of the mod. There's no giving up on firespitter right now and I'm going to stick to one dependency for ease of updating. Have you tried KSPWheel or this or that plugin? Still possible for others but those have higher speed limits. Mostly happens for early engines in career mode. This is caused by going too fast for the propeller. How do I fix this issue/Is this intended? My engines are stopping at a certain speed/sometimes the engine says that it can't combust in Kerbin's atmoshphere. The function is there's an RPM, blade "wings" spin, and the angle of wings determines the "thrust". It's a Firespitter feature, the rotorwings use a custom module. The Rotorwings have Current Thrust: 0 - is something wrong? Too much power from the engines cause it to pitch up, this is avoidable by throttling down, lower your thrust limited or adjust the RPM lower for helicopter rotors. My VTOL/Helicopter pitches up/is uncontrollable despite the CoT being right above the CoM! What am I doing wrong? Very likely caused by a broken firespitter.dll, generally, the Plugins folder is necessary, but the resources folder is very important as well. The blades aren't moving/the blurs are visible/some parts look weird. There are user patches here in the OP, below the downloads. Yes it's possible, but I'm not too keen in doing that over what I want to do with the mod itself. Good luck.Is Tweakscale/RPM/BDArmory/AJE compatibility possible or can you add it? but since we couldn’t find an expert anywhere around here, we’re handing them to Jeb. If designing missions sounds like more fun than flying them to you, there’s no shame whatsoever in handing the controls to an expert. MechJeb doesn’t let an underpowered rocket reach orbit, and it won’t give you infinite fuel. Some purists insist that using MechJeb is “cheap” or “cheating.” To them, I say nonsense. MechJeb can do it all, from extra-planetary insertion burns to docking maneuvers. ![]() Allowing a computer autopilot to take over your piloting tasks is ideal for anyone with a solid flight plan and great engineering skills, but without the rock-steady hands it takes to carefully touch 80 tons of steel onto alien soil. It gives you a ton of extra flight data so you can see all the information you need to fly perfect missions by hand.īy far the most famous and most popular KSP mod in existence is the mechanical Jebediah, or MechJeb. DMagic Orbital Science: Probe and Rover Packĭon’t forget: If you really do think that MechJeb is cheating, try Kerbal Engineer. If you’re building a space station in orbit, for example, you either need the cash to build multiple ships at once or you need to plan for the first module to orbit for a few months before the second module can join it. It also forces you to plan ahead, designing and sending new ships into the construction pipeline weeks or months before you’re ready to launch. The more complex the ship, the longer it takes to build. Time is paused while you tinker with design of a new ship, and only begins when you click “launch,” meaning every ship is built instantly. Every second of spaceflight is added to the overall game clock, which tells the game where every planet and ship is in space. One of the quirks of KSP is that it keeps track of time. ![]() Simulate a few times, then when you’re happy with it, build it for real. Don’t forget: You can “simulate” a ship to see how it flies without waiting for the actual construction time.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |