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Re: Hah! Pay up, Bob!
06/03/12 09:40 PM
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"Don't encourage him."
There are some flight controls. Hit CAPS LOCK to enter precision control mode (the pointers on the lower left gauges turn blue), and hold ALT to adjust trim.
Try the avionics package on the nose of the first one.
Right now, the engine body/nacelle parts and the air intakes are non-functional, and there is no differentiation between rocket and jet fuel. Note mine uses small rocket fuel tanks as nacelles. That will change. Also, the turbojets are currently nerfed because they were more powerful than the rockets, so they aren't more efficient at higher altitudes (though they do seem to continue working farther up).
0.15.2 still has occasional runway explosions if parts occupy the same space in the model. Parts of the wings on #1 may decide to fall off.
I'd guess your engine placement is the cause of the turning difficulties for #2, but it doesn't look like a nimble little aerobat (that'll be a word, now) anyway. The lack of ASAS should have it ready to tumble though. Do the winglets at the ends of the wings turn in what looks like the "wrong" direction?
I've gone through the mods I have and tossed out all the 1.25-, 1.5-, 1.75-, 2-, and 3-meter parts, as they only led to confusion, disorganization, and wobbly rockets Also scrapped the puzzle-craft Thor and Odin parts from NovaPunch. Most of what's left still comes from NovaSilisko (now part of project) or Sunday Punch, though. The "tiny rocket" that I'd had stopped working-- it expands to full size on the runway. I haven't used the Cart mod for anything that has become intentionally airborne yet.
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