jrodriguez

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About jrodriguez

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  1. Buenas, tienes un problema muy típico y que tampoco es muy complejo de arreglar. Es muy importante cuando diseñas una nave el comprobar cuales son su centro de masas (CenterOfMass/CoM en Ingles) y el centro aerodinámico/presión (Center of Lift/CoL) Imagínate por un momento una flecha de un arco, la flecha siempre vuela con una orientación estable gracias a las plumas/alas que ejercen una resistencia en su parte trasera. Esto en KSP se traduce a que el CoM está en la punta de la flecha y el CoL está en las alas/plumas de la flecha. Ahora traslada esa idea a tu cohete y cápsula. Tu cohete tendrá que comportarse como una flecha lanzada vertical durante el ascenso! Sin embargo y esto es la clave, durante el descenso como quieres que aterricé al revés tendrás que conseguir que el rozamiento se ejerza justo al revés. Como? Mi recomendación es usar aerofrenos, spoilers, etc en la zona más superior de la cápsula para que frenen en ese punto , junto con RCS en el punto superior para que hagan más momento durante el descenso. Luego asegúrate de descender con SAS en modo retrograde que te hará la vida más sencilla.
  2. Have you read the readme file? https://github.com/jrodrigv/BDAMultiplayer/blob/master/README.md
  3. If I remember correctly, there is no code in BDA for orbital mechanics. Most part of the position prediction code is based on standard uniform accelerated movement equations, relative Velocity, etc. The relative velocity method is used only for the RCS/vacuum missile and it is enough accurate to end up hitting an orbiting target. In order to shot bullets with enough precision to an orbiting target, it is necessary to resolve a two equations system where a) the future orbital position of the target is taken into account based on current orbit equation b) the future bullet position based on muzzle velocity, initial position and initial velocity.
  4. Have you read the readme file of the GitHub page? https://github.com/jrodrigv/BDModularMissileParts
  5. Hi, I just released a new version of PRE that fixes some critical issues. This version works fine in KSP 1.6.X - 1.7.2 https://github.com/jrodrigv/PhysicsRangeExtender/releases/tag/1.15.0 Enjoy!
  6. Thanks, yes I saw it yesterday when doing some testing. I'd like to fix it on the next release that I'd like to do this weekend. Stay tuned!
  7. Do you have installed Kerbal Joint Reinforcement Continued ? It is almost mandatory to have it.
  8. No, modular missile module will not disable nothing from being triggered by actions group.
  9. I think that specific problem has been fixed on the lastest release 1.14 which I released yesterday. https://github.com/jrodrigv/PhysicsRangeExtender/releases/tag/1.14.0
  10. Yeah, if you read the previous posts you will see that there are some bugs related with the terrain extension. I still working on it. Each release is getting a bit better but still work to do.
  11. Maybe you can try the latest I published yesterday. I still doing fixes and I might publish new version soon.
  12. It is due to PRE. Latest version of PRE has some issues. I'm working on a fix for it Which version of PRE are you using?