ebigunso

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About ebigunso

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    Spacecraft Engineer

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  1. Now that I'm used to RO, I can't get myself to go back to stock, since it's too easy XD
  2. If you're going to use RO, I reccomend copying the install elsewhere since Steam automatic update will mess with your install a LOT.
  3. I heard engine groups were for independent throttle control by groups, but I can't figure how I'd be doing that in flight. Is there a newly assigned key to press to cycle through the groups or something?
  4. I found the cause. It was my very stupid mistake. I have multiple installs of RO, and I was editing files in the wrong install. No wonder it didn't get applied. Oops. Case closed.
  5. I'm trying to add Test Flight configs to RO engines that doesn't have them yet, and have succeeded in one, but my second attempt using almost the same MM patch has failed for some reason. Here is the MM patch in question: @PART[*]:HAS[@MODULE[ModuleEngineConfigs]:HAS[@CONFIG[RD-56]],!MODULE[TestFlightInterop]]:BEFORE[zTestFlight] { TESTFLIGHT { name = RD-56 ratedBurnTime = 800 ignitionReliabilityStart = 0.95 ignitionReliabilityEnd = 0.98 ignitionDynPresFailMultiplier = 0.1 cycleReliabilityStart = 0.93 cycleReliabilityEnd = 0.98 } } @PART[*]:HAS[@MODULE[ModuleEngineConfigs]:HAS[@CONFIG[KVD-1]],!MODULE[TestFlightInterop]]:BEFORE[zTestFlight] { TESTFLIGHT { name = KVD-1 ratedBurnTime = 800 ignitionReliabilityStart = 0.95 ignitionReliabilityEnd = 0.98 ignitionDynPresFailMultiplier = 0.1 cycleReliabilityStart = 0.93 cycleReliabilityEnd = 0.98 } } @PART[*]:HAS[@MODULE[ModuleEngineConfigs]:HAS[@CONFIG[CE-7.5]],!MODULE[TestFlightInterop]]:BEFORE[zTestFlight] { TESTFLIGHT { name = CE-7.5 ratedBurnTime = 720 ignitionReliabilityStart = 0.95 ignitionReliabilityEnd = 0.98 ignitionDynPresFailMultiplier = 0.1 cycleReliabilityStart = 0.93 cycleReliabilityEnd = 0.98 } } The engine I succeeded in adding a Test Flight config was the Vikas engine, which I was able to add a config for Vikas-1, Vikas-1+, Vikas-2, and Vikas-2B varients of the engine. The MM patch is basically the same except the name and rated burn time fields. I don't see why this would work in one but not another. Can anyone point out to me what I'm doing wrong here? EDIT: The only major difference I noticed with the original engine config I was patching, was that the Vikas used ModuleEngines, and KVD-1 used ModuleEnginesFX. Would this cause the issue?
  6. I was messing around with Hyperedit on a craft that was about to decay according to Orbital Decay manager. Being in the flight screen for that craft past it's "supposed to decay" time seemed to have plagued my Orbital Decay plugin with NaN. I see "Time Until Decay: NaN" for that craft and every other craft I launch after. I want to go in my save files to edit out the NaNs so Orbital Decay could regenerate proper values for them again, but I don't know where to look. Can I get some advice on this matter?
  7. Hi. I have a little feature request that could make the experience smoother. Filter results by launch site latitude. Add a box to have the user input the launch site's latitude, and FF could filter out results that require starting orbit inclinations lower than what is achievable from that latitude.
  8. @Kerbas_ad_astra Hi. I want to know if your branch has any known incompatibilities with KSP 1.3.1. I want to use this mod along with RO.
  9. I want to have KCT in my RO game on KSP 1.3.1. I looked at the previous pages and on p.129 I found related posts, but I can't find this build 39 thing that was being mentioned there. Is it not on the Github releases? Because I only see build 38 and then it jumps to the latest. Where can I find this build 39 file?
  10. Does the latest texture pack work with RSS v12.0? Or do I need the latest RSS as well? If so, does it have any known incompatibilities with KSP v1.2.2?
  11. @Nightside Quite late but I just tried it out. I bumped the value up just slightly from the default by 0.5 each, and it's working well. Thanks for the tip!
  12. @Nightside Thanks! I currently don't have my desktop PC at hand so it'll be next week that I try this out. Seems very promising though.
  13. @Nightside Ohhhh, thanks. That looks promising. Which file should I look in to find that entry?
  14. So, is there any mod that tones down the reentry effect's starting conditions, so I don't get fiery launches but still get fiery reentries? It just doesn't look right to have flames showing on screen while not having any heat issues on the craft at all.