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rsparkyc

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Everything posted by rsparkyc

  1. Ok, so I bet I can do something like this: if (part.FindModulesImplementing<CModuleStrut>().Count > 0) {...}. The old code was calling BreakJoint() on the StrutConnector, however I don't see anything like that on the part, nor the module. Perhaps we don't need to do that anymore?
  2. Ok, i saw that. The code I was looking at has if (part is StrutConnector) {...}, but it seems a part can never be a CModuleStrut. I'm just getting my feet wet in all this stuff, so I may need to do more digging to find out the difference between a Part and a PartModule
  3. Messing around with trying to update some mods. I see that the StrutConnector class is no longer present, but don't see anything in the docs about it's replacement. Any idea as to how to tell if a part is a strut connector?
  4. And we were all hoping for a new RO thread...
  5. Is there a way to have this store multiple copies of the same experiment in different containers. Sometimes I like to transmit one, but then store the other in case the probe makes it back to kerbin. Other times, I like to use the experiment in a science lab, and transmit (or recover) the same data.
  6. Did you use timewarp? I'm trying the weekly challenge, and timewarp has completely krakenized my craft.
  7. Weird, I logged in and only clicked links presented in the download page here: https://kerbalspaceprogram.com/download.php?od=298020 Actually, just noticed that linux, win, and win64 work, but osx does not
  8. Trying to download 1.2 (for OSX), but I get a KSP Server Migration error. This seemes to have been going on for a few hours now, but I haven't heard in mentioned anywhere. Is this something that I just missed?
  9. I'm slow. But let's try to get someone into orbit today:
  10. Yeah, I figured something was up too, I'll just have to try harder to kill kerbals I guess.
  11. So I posted on the DRE forum, and it looks like everything might be working as expected.
  12. Ok, good to know then. Looks like I'm going to have to try harder to kill some kerbals. Thanks!
  13. @Starwaster 19 gees was the peak amount, but here's a video where I sustained over 15 for a while: https://youtu.be/9fwKUNqGK8k?t=20m0s
  14. I'm playing with Realism Overhaul and just noticed that Deadly Reentry doesn't seem very...well...deadly. Obviously something is wrong here. I had a bad reentry and managed to pull 19 gees in the Mk1 capsule, but was able to land just fine. I would think the pilot would have died from overgee but he was fine. I just tried reinstalling DRE, but I'm not optimistic. Will post again if the problem persists in a minute. Here's my mod list: EDIT: After a reinstall, I still survive what should have been a "Deadly Reentry"
  15. Yeah, something must be up with DRE, I just pulled 19 gees on reentry and everything was fine.
  16. I think you're right in both regards. I'm going to look into my DRE setup, I've played in the past where I got messages about over-gees, and was really surprised when I didn't see it this time. And yeah, my insertion angle was all wrong. I'm doing 1,600 m/s and still pointed at 45 deg, when I should have passed that around 1,000 m/s
  17. Finally had time to put together another one
  18. After a busy work week and 2 weeks on vacation, I finally had time to put together Episode 19:
  19. I raised this issue before, but I think it has to do with KSC (the not real one) and KSC (the real one) being on different coordinates on the map. The KSP's KSC would be near the Ecuadorian/Columbian border, which is about 3000 km away.
  20. Awesome, it wasn't showing up in ckan, so i just did this: ckan.exe install PartCommander=1.1.1
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