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About krh42

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  1. Hi Timmy The idea is that the probe is connected to a fully functioning ship/space station. I have to admit that I have never tested the MOD, when the beacon was not attached to a ship or probe core. Please let me know if you still have problems after the beacon is attached to a probe core.
  2. Hi With the new aerodynamics model in KSP 1.0, I was curious about the new delta V requirements for reaching low Kerbin Orbit at 75km. So I decided to test it by doing 5 launches with an orbitor. In these launches it took me 3780 +/- 28m/s to reach an orbit of 75km (mean +/- For the individual launches that was 3776m/s, 3748m/s, 3804m/s, 3812m/s, and 3758m/s. I am curious if other has been experimenting with that, and what figures you have come up with for the new delta V requirements. This is also only for Kerbin, I've not yet done any experiments for the other planets/moons with an atmosphere. So if you also have some results, I would be grateful if you will share them.
  3. No I'm living in Denmark, with Telenor as my ISP. Their pretty ok usually, no bandwith caps and you even get a static IP and can have a server at home.
  4. That is the thread and I would be very grateful if you will remove it.
  5. I had the same problem. Apparently my ISP cached the kerbalspaceprogram site or something like that. When I changed to google DNS it solved the problem.
  6. Hi I've added a poll to my MOD development thread. Now it is pretty obsolete. Is there any way to remove it again? Sorry if it is a pretty basic question, but I'm relatively new to the forums. Thanks in advance for your help.
  7. Oh my, oh my, oh my. KSP 1.0 is out! This is so cool. I re-linked the MOD to the new libs in KSP 1.0. Fixed the tech tree, and tested the mod. It a pretty rushed release of the MOD for KSP 1.0, but it seams to work. If please let me know and I will try to fix it ASAP.
  8. I created a release candidate: That should solve the problem. I hope you would like to test it and see if it solves your problem. If it does I will put it up on kerbalstuff.
  9. Well at least it is Bohr bug, and there is a good reason why it won't jump. Could you tell, where your ship is when you try to jump, and how you got there. Generated Force gets incremented in OnFixedUpdate() so if its not running then it will always be zero.
  10. Is it possible to get the OnFixedUpdate() running programatically without activating the first stage? The reason for my question is that I am writing an FTL mod: and while the right way to use it is to build a ship launch it into orbit and then jump from there, a quicker way to just try it out, is to catapult a ship into orbit directly from the launch pad with Hyper Edit. The problem with that is that then the OnFixedUpdate() does not get called and the mod will not work (i.e. the ship will not jump). This leads to comments about the mod not working. I would like to include a check in the action that starts the drive, whether the physics loop/OnFixedUpdate() get called and if not then start it. However, I have not been successful. Any help would be really appreciated, and thanks in advance for your help.
  11. Thanks for the feedback. Hmm, I hoped there was an easy answer. Guess there is not. Any stage will do, as the physics loop won't run without having activated a first stage. Launch clamps should also do. Could you try to run it with a debug build I'm using. This one has an updates field on the UI. If it gets incremented then the OnFixedUpdate() is runnning. If this is the case and it still won't jump then it starts to get really strange. Another thought. With these early releases the old mod directory needs to be completely deleted. It will go wrong if the new release is just copied over.
  12. I'm sorry for your trouble. Did you use Hyper Edit directly from the launch pad? I had the same problem when I did that. You need to activate a first stage in order for the physics loop to start OnFixedUpdate().
  13. That looks really nice. Far better than my recent rather feeble attempt. If you would like to help with the models for the mod, then that could really help to make get of the ground. I've never worked with 3d modeling, and it would take a long time before I will be able to make something that would be worthy of even a semi-finished mod.
  14. I like your idea of different beacons, with a range limit. I will also see if I can implement a line of sight requirement. Also so there can be a progression through the tech tree, perhaps also starting with a smaller size 1 FTL drive, progressing to the current size 2. Looking forward to see your code, hoping we can reach an agreement on features, so we can merge the two branches. Quick note though, I've always used subversion before, git is an experiment - but how hard can it be ) But the video from Kottabos was quite nice to see - I think the mod is on the right track, and that we should not make it too complicated with extra rules. Right now, I'm working on better models for the parts. That is a first for me, so it a quite interesting learning experience.