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pacbard

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Everything posted by pacbard

  1. Awe! Good to know. The only two parts that I am really missing are a 1.875m heat shield and a 1.875m-to-Rockomax adapter. Can't wait for the next update to come through!
  2. Usually quicksaving+quickloading or going back to KSP solves it too.
  3. Sorry for the silly question: What is the general consensus for rocket's ISP? Should it be rescaled as well or bigger rockets is the way to go? Is procedural parts and real fuels recommended with this mod?
  4. It doesn't provide any autopilot control. It's just a calculator that has access to the game's data. It can, however, create manuveur nodes and alarm clock alarms. I think it is the perfect middle ground between flying everything manually and using an autopilot mod (either kOS or MachJeb). For example, I just spent all my weekend reading up on how to calculate the time to the ascending node for an orbital plane change script.
  5. As Starwaster said: changing the head conductivity of the heat shield is not a fix for the heating problem. The heat shield is designed to insulate the rest of the ship from the ball of plasma created during reentry. If you change conductivity, the rest of the ship heats up as well during reentry, creating the issue that you are describing. In your case, FAR might change the thermal shock wave shape just enough so that your parachutes don't heat up as much. The issue will go away once Deadly Reentry updates anyways.
  6. Are you using realchute? I have noticed the same warning message after I installed it. I would probably post the same bug report in the mod's thread so it can get fixed.
  7. Regex, are you going to re-release PID tuner? :D:D I always wanted it back!! Any idea on a release date?
  8. I came here to say the same thing. I am trying to mate a sr port and a shielded port. I tried with two different ports. They just sit there "kissing" each other but they don't connect (like the docking scene in Insterstellar). The magnetism kicks in but the ports don't connect. The sr. port has the handles and lights on the outside and the shielded port's shield is open and facing out. Any ideas on what could cause this? Edit: The second port was definitely not a sr. docking port. I should have said that it was the regular sized clamp-o-tron port (the middle one, not the small nor the big one). I shouldn't post at 6:31 am Edit edit: I think that I found a solution. When I push forward with my RCS once the docking magnet kicks in, the ports dock like usually instead of bouncing back and fourth.
  9. Does anyone have a real fuel config for sounding rockets parts?
  10. I'm having a weird bug with the new (?) mk1 crew can. When I put a deadly re-entry heatshield under it, my rocket just explodes around 5000m. The flight log shows that the parts starting the explosion are the headshield and the can. Does anyone have the same issue and know how to fix it? Edit: btw, I'm using 1.7 from github.
  11. Just smaller ones. In fact, a very wobbly small vessel (i.e., command pod, tank, engine, and rcs) that "fixes" itself when docked to a larger ship. Also, I noticed that the problem worsens when you try to hold a moving market (e.g., retrograde marker when docking).
  12. I have asked the same question a few days ago. This was cybutek's response:
  13. I got the same issue and I was waiting for someone to report it too (I didn't want to sound more whiny than necessary ). Anyways, I noticed that the pilot jiggles the controls very fast left-right and up-down (rotation seems not to be an issue). Sometimes, however, it's just fine (for example when returning from an EVA and activating the SAS control) for the same ship. I suspect that there is a floating-point kraken hidden somewhere in the code (similar to the one that jiggles the apoapsis/periapsis when the orbit is very close to circular). The electrical power drain is the most bugging issue, especially with the mk1 pod. When you have 50 power and you spend 0.25 trying to hold prograde, your flight becomes very short unless you deactivate SAS (which at that point defies its purpose). Hopefully the issue will be taken care of pretty soon.
  14. I'll set up the netkan file for you if you want. I think that the github link will be enough for ckan to even automatically index future updates. Edit: This netkan file works just fine: { "spec_version" : 1, "identifier" : "StockDragFix", "$kref" : "#/ckan/github/Starwaster/StockDragFix", "name" : "Stock Drag Fix", "abstract" : "Fixes aerodynamic issues without breaking compatibility", "license" : "CC-BY-SA-4.0", "ksp_version" : "0.90", "resources" : { "homepage" : "http://forum.kerbalspaceprogram.com/threads/84978", "repository" : "https://github.com/Starwaster/StockDragFix", } } If it is ok with the author, I can even take care of the pull request to netkan's repo.
  15. What version of ksp are you using? If it is .90, it will take a little while for ckan to update its index (if I am not mistaken, the indexer runs once an hour so the longest wait time should be around 60 minutes until the repo automatically updates). If it is .25, make sure that ckan's windows says "Kerbal Space Program 0.25.0" on the top right-hand corner. If it says anything else, you need to select the folder where you have .25 installed by choosing a new ksp folder.
  16. It should be pushed out with the rest of the 0.90.0 update.
  17. Awesome, thank you! I just wanted to check in and see if it was on your radar!
  18. cybutek, are there any plans to include KXP in a future release KER? It would be cool to tie KER readouts with in-game engineer's experience.
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