EmbersArc

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About EmbersArc

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    Procrastinating Engineering Student

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  • Location Switzerland

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  1. The grid fins achieve their drag in a different way than the airbrakes. They use drag cubes that scale up massively when they are deployed. Unfortunately, FAR doesn't care about stock drag cubes and uses its own more realistic model. Meanwhile it leaves the drag for the airbrakes mostly the same. I'd immediately increase the drag for the fins in FAR as well but don't know how. I'll have another look at it when there's an official version for 1.2.
  2. Okay cool, looking forward to it. Just one thing: When you add new rocket parts can you make sure the old ones are up to par design-wise? Most notably:
  3. Hey there, I made some new icons for the mod that have higher resolution and different style. Just going to leave this here, if you want to use it: https://www.dropbox.com/sh/9o2dvpjllz241le/AADIEAZy0QQk6S3CIP2lXyVRa?dl=0
  4. Requests are always welcome However I'm not planning on adding another part that is not directly connected to reusability. The trunk is already a compromise between Crew and Cargo Dragon trunks. Maybe I'll make solar panels eventually because the stock ones are a bit small. Also, I recognize that profile picture. Forgot to mention: The wings start in the deployed position. After placing the mount part you can rotate them with Q and E and place one on each side.
  5. Update 2.4 "It's a plane! It's a rocket! It's both!" Added Deployable Wings: An alternative method to recover stages Made SuperDraco exhaust not look bad Improvements to DeployableAeroSurfaces plugin Adjusted grid fin aero parameters Fixed ITS leg rotation in editor icon Removed stray Trunk Fin mesh from Grid Fins folder Thanks again to @DerpyFirework for helping with configs and setups and for improving his plugin. As always let me know if I broke something. SpaceDock Download
  6. Did some texturing, here's a WIP. Some adjustments are still needed, mostly in the white areas. Let me know if there's something you'd change. Release soon.
  7. I'll have a look at it eventually. Until then you can use RealPlume if you like, it has a config for that.
  8. The model is now mostly finished. Thanks to @DerpyFirework for helping me set up the wings. Did some testing and I'm quite happy with the results so far. Here are some pictures: A boostback burn is required, but you don't need to aim for the space center:
  9. @DerpyFirework did some great work on his plugin that is also used for the grid fins. It now also works for lifting surfaces and is more efficient. This opens some new possibilities. Here's what we're currently working on: It's a deployable control and lifting surface based on the flyable booster concept for the Buran rocket: The challenge right now is to make the elevons on the wings work correctly. We're trying to do it with just one part but so far it looks like that's not possible. The elevons would work for pitch but we can't find a way to make them move independently (for roll control). The obvious solution is to split it up in multiple parts, but we first want to find a simpler solution. Does anyone have an idea how to solve this?
  10. Try without leaving the flight scene. Don't recover anything until the whole mission is done, meaning your stages are landed and your payload is in orbit.
  11. This makes sense. Another possibility is to make a grey one for the non-visible state: Grey: Not visible, available White: Visible Green: Active Red: Not available But that might make it a bit too complicated.
  12. @linuxgurugamer Well that was quick. Will start testing right away. Some new icons: https://www.dropbox.com/sh/m74rszscgr48h5l/AACMd66-dYgl8NWwx-Kw07W3a?dl=0 Made a green and white one for the enabled state:
  13. @linuxgurugamer I could make higher resolution icons if you like, what would be a good resolution?
  14. Uploaded to the dropbox link. Thanks!
  15. Just tested it with a modified stock vessel. Gives the same exception.