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About dzikakulka

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    Spacecraft Engineer
  1. Is there an easy way to make kerbin not obstruct KSC comms link, like if they had some equipment build all over the planet? I like the concept but would rather pass on setting up a perfect keosynchronous sat network etc. Setting up additional centres in config is working fine but I'm still losing contant on low-altitude drones. I know this is not realistic and all but I would still heavily prefer it, have anyone heard of way to make it happen?
  2. You mean that it makes them even more awesome and auto-staged? Great stuff man!
  3. I think it should be enabled on launch and then disabled once airflow is strong enough to stabilise you.
  4. Is it intentional to not have smoke cloud on launch with KR-2L, Mainsail and biggest boosters? I'm just curious, is there any difference an how these engines would work and if they would produce smoke or is that just because?
  5. @Tabris Isn't simply rotating stuff in editor working? I think it did worked for me It's useful to keep "EPL" versions of craft saved anyways. Like without fuel lines/struts and with endpoints in KAS container (irrelevant if these work now, sorry if I'm wrong).
  6. @endl Jet VTOLs velocityCurve zeroes out at 605m/s, maybe you're not getting thrust because of that?
  7. 1. Create action group 2. AGroupOnStage mod
  8. @PanWieldingMann What engines/plane parts are these if I may ask?
  9. @TheMariner Copy install, delete all mods except for B9 and then gradually add them so you know which one causes conflict. And if you decide to post results here, also post at least your output_log and on which version you play (32/64bit).
  10. output_log: Clean install, only up to date FAR and this pack, 32bit. Issue: GUI flickering on this install, massive lag in addition on mod-heavy install, few mb of error logs in few minute
  11. It's true but it is only valid when you're already on collision trajectory. Cancelling horizontal velocity first makes constant altitude burn (sometimes) better but offers close to zero landing site precision and very long burn that need to be executed well. Or you could combine methods and come up with what you want.
  12. As I haven't found a solution for the issue I outlined in post #373, I'd like to ask anydoby here for a working FAR config for the module. You can get them by launching a flight with these two modules, saving and the searching for the vessel name in the persistence file. Just copypasting whole vessel data ould be fine and may help me getting stuff to work as I have this issue in my main (important for me) save. Thanks!
  13. I'm having massive lag on switch to vessel containing DERP capsule or propulsion module, output_log spammed with: FAR Error: Aerodynamic force = 0 Aerodynamic moment = 0 CoD Local = 0 CoD Global = NaN D.E.R.P. Propulsion Module (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) FAR Error: Aerodynamic force = 0 Aerodynamic moment = 0 CoD Local = 0 CoD Global = NaN D.E.R.P. Lifeboat Module (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) I'm of course using far and from what I know FARConfig.cfg is getting applied (FARbasicdragmodel showing as a module in debug in VAB). Anyone had similiar isue and knows how to fix it? It was mentioned here but no with fix
  14. I think it's just about active vessel so you could speed up rover to 1m/s and quickly switch
  15. Okay, thanks for the explanation, I'll stick to TVPP stuff for now, it's not like they would be really useful in KSP anyway