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xytovl

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  1. I am not developing this mod anymore, the GPLv3 allows you to do whatever you want with the mod, download it, modify etc. The only limitation, is that if you publish a modified version, you must also publish source code with the same conditions.
  2. I don't think the code is really accurate now (post-1.0), it simulates a gravity turn as per default mechjeb settings, with atmospheric settings of the selected planet. There is no circularization, it keeps pushing prograde after the end of the gravity turn. The rationale for it was that initially the atmosphere could change fuel consumption and affect the staging decision. Don't rely on it too much, it used to have several percent differences in delta-v compared to the actual game.
  3. If you want to take care of future releases, just clone the repo and I'll make a pull request on ckan to change the official link. I don't know if I can give you the first post of this thread, but anyway there is not much activity here.
  4. I have not tested everything on the mod, but it seems to just compile and run fine with no change... I'll just publish a new release to update the compatibility info.
  5. I'll have a look, I can't right now so I have just created an issue on github https://github.com/xytovl/SmartStage/issues/7 to track it.
  6. If it is about ToolbarWrapper, support has been dropped 2 years ago. I only use stock application launcher. By the way, I am not playing KSP much anymore, I will only make compatibility update when people ask. If anyone wants to take responsibility for the plugin it could make things happen faster.
  7. And now a greatly updated version : RemoteEverything-0.3.0.zip The mandatory screenshot: News for this version: The API makes it now possible to give a name for the object identifier (in this case vessel names). Display of properties (and not only fields) is possible through the web UI Many usability fixes and some polishing
  8. Some news on this plugin. I have updated it for 1.1 and enhanced the web UI. Here is an example of what you can get: The latest version is RemoteEverything-0.2.0.zip, it contains the modified MechJeb dll to test it. There are many known limitations: you can only display fields (not c# properties or function results), units are not present yet, nor is the vessel name (only the id).
  9. It already puts the chutes in a separate stage, hab136's post was a bug and it is fixed.
  10. Indeed the special logic for last stage got broken in my update for 1.1 With version 2.9.4 the behaviour for items directly attached to root node should be as it was before (ie activated in a separate stage, after all the others).
  11. Updated for 1.1, and the in-flight button is now optional.
  12. Sepratrons are detected based on their orientation. There is no difference between a solid booster and a retrorocket, the mod can't guess what the purpose of the engine is. The solution would be to add some sort of UI to configure some parts or parameters but I have not found how I could do that in an user-friendly way.
  13. Can you publish your sources please ? If you made a configurable item, I'll certainly integrate it in the next release.
  14. I have integrated code from KSP Trajectories, advanced mode is back ! Don't expect too much accuracy, it assumes angle of attack is always exactly 0, ignores fairings and has an outdated model for ascent profile. There is also a change for fairing staging (normal mode too), they are decoupled one stage before being decoupled, which is usually the correct choice.
  15. I am not currently actively working on the mod, if anyone can find a good documentation on the new drag model, I could try to implement it and reactivate the plot. Secondly, many values depend on the ascent profile, before the patch, acceleration limit and rocket direction were copied from MechJeb. Now those values are not that optimal, the plot would be even less accurate.
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