jrodriguez

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About jrodriguez

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  • Location Spain
  • Interests Science, Space, Kerbal, Challenges

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  1. [KSP 1.3] Physics Range Extender v1.5.0 (16 Sep 2017)

    My mod applies the following modification _globalSituation = new VesselRanges.Situation( load: PreSettings.GlobalRange * 1000, unload: PreSettings.GlobalRange * 1000 * 1.05f, pack: PreSettings.GlobalRange * 1000 * 1.10f, unpack: PreSettings.GlobalRange * 1000 * 0.99f); _landedSituation = new VesselRanges.Situation( load: PreSettings.RangeForLandedVessels * 1000, unload: PreSettings.RangeForLandedVessels * 1000 * 1.05f, pack: PreSettings.RangeForLandedVessels * 1000 * 1.10f, unpack: PreSettings.RangeForLandedVessels * 1000 * 0.99f); Where PreSettings.GlobalRange and PreSettings.RangeForLandedVessels are extended ranges defined by the user (default values are 100 and 10) and are stored on the settings.cfg
  2. [KSP 1.3] Physics Range Extender v1.5.0 (16 Sep 2017)

    What do you mean with active?
  3. [KSP 1.3] Physics Range Extender v1.5.0 (16 Sep 2017)

    Hi, Yes, you can do it. A Vessel instance has a property called vesselRanges which specify the different load/unload/pack/unpack distance in meters for each of the different vessel situations. Example: FlightGlobals.Vessels[i].vesselRanges.GetSituationRanges(Vessel.Situations.FLYING).load This code will give you the distance in meters at which the vessel (i) will be loaded during flight.
  4. Hi all, I have release a new version of Destruction Effects. Changelog v1.6 Fixes Autostrut issue. Issue #12 and #16 You can download it here https://github.com/jrodrigv/DestructionEffects/releases/tag/v1.6.0
  5. [1.3.0] Destruction Effects v1.6.0 (09/19/17)

    Hi all, I have released a new version of Destruction Effects. Changelog v1.6 Fixes Autostrut issue. Issue #12 and #16 You can download it here https://github.com/jrodrigv/DestructionEffects/releases/tag/v1.6.0
  6. [KSP 1.3] Physics Range Extender v1.5.0 (16 Sep 2017)

    Hi all, I'm glad to announce that I have released a new version of PRE fixing a critical issue, besides several improvements have been implement in order to prevent possible issues when the range is extended. Changelog: Fixes de-orbit vessels when entering Global Range distance. Unload landed or splashed vessels to prevent its destruction when the active vessel is about to change its reference frame (from rotation to inertial). If the user decide to increase the range while there are orbiting vessels unloaded. The new range will not be applied to these vessels to prevent de-orbiting. The game should be saved and loaded again for safety. A new toggle button has been added to the UI allowing to "Force" the ranges, overriding all the safety checks. (This may cause undesired effects like orbiting vessels de-orbit or landed vessels destruction) New screen messages have been added to inform the user about events. PRE icon visible in all scenes Download: https://github.com/jrodrigv/PhysicsRangeExtender/releases/tag/1.5.0
  7. [KSP 1.3] Physics Range Extender v1.5.0 (16 Sep 2017)

    Thanks for the feedback. This issue has been already reported and I'm working at the moment on a fix for it. I will send a testing version as soon as I have something working.
  8. Hi all, I just published a new release of the Modular Missile Parts for BDArmory: https://github.com/jrodrigv/BDModularMissileParts/releases/tag/v1.1 v1.1 Adding the Mk1 Launch tube for Modular missiles (Thanks SpannerMonkey!) If you want to know how the tube looks like, you can watch this video I recorded some weeks ago.
  9. Missiles become more maneuverable with time, in order to simulate fuel burning. On the other hand modular Missiles don't need to simulate this. I suggest to add this enhancement proposal to GitHub
  10. It also states you need PRE mod installed to extend your physics range.
  11. If you are read the OP, you would likely find the answer
  12. ---EDIT--- I just noticed that we already opened one! https://github.com/PapaJoesSoup/BDArmory/issues/256
  13. You are talking about Modular Missiles right? Engagement Options are disabled by default for MM. The reason is because you don't really need it, it is enough with the Static Launch ranges and max radar ranges. But as I said before, if you want to report an issue or you have a proposal. The best place to report it is on the Github Issues section, it is very easy to forgot about threads comments. I will check this
  14. Missiles Radar targeting have a maximum 'resolution' so yes, there is a limit. I think We need to rethink that because It makes no sense to define a range and then be limited by the radar resolution property. As work around you can try RBDA I increased this radar range there.