mjn33
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From the description in-game: "Class E Objects are proper behemoths. No less than 18m in radius, they don't just look heavy, they are in fact far more massive than it would seem." I assume that description is accurate.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
mjn33 replied to ferram4's topic in KSP1 Mod Releases
That should be fixed in the current dev build (see https://github.com/ferram4/Ferram-Aerospace-Research/issues/97). It was due to the FAR not calculating stock drag correctly.- 14,073 replies
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- ferram aerospace research
- aerodynamics
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
mjn33 replied to ferram4's topic in KSP1 Mod Releases
I just want to add, doing a quick test on a fresh install, I was able to reproduce this issue using the following mods at the time: ModuleManager ModularFlightIntegrator HyperEdit It required reloading a quicksave made before the retrograde burn. To me this suggests an issue with ModularFlightIntegrator since I never used FAR for that install at all, and removing ModularFlightIntegrator allowed me to load the save without the issue occurring. Can anyone also verify this? One other thing, the fact that this issue happens at about 750m/s makes me think Krakensbane might be related in some way.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
mjn33 replied to ferram4's topic in KSP1 Mod Releases
The crux of the issue is that parachutes in FAR don't use the stock parachute part module (they use "RealChuteFAR"), and thus are not recognised as parachutes by the game. The only solution I can see is for RealChuteFAR to inherit from the stock parachute part module, and then override all or some of the stock behaviour (a bit like what SolverEngines does with ModuleEnginesFX). Another idea would be to replace that warning with something that checks for "RealChuteFAR" part modules instead, but from what I can tell that isn't possible.- 14,073 replies
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- ferram aerospace research
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