Jump to content


  • Content Count

  • Joined

  • Last visited

Community Reputation

28 Excellent

About robertlong13

  • Rank
    Bottle Rocketeer

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Yeah, I basically abandoned the game (and this mod) during the final stretch of my PhD. Fortunately, I just defended last month, so I'll be picking the game up again soon. Has nobody made a better IVA for this pod yet? It's been a while. If not, I'll see what I can do about updating and improving this.
  2. The latest version is compatible with NavUtilities. It's actually not possible for me to add a cfg to somebody else's mod folder (well, it's possible, but I can't distribute it). I simply made my own version of MFD40x20 and added a page that loads up if NavUtils is installed.
  3. Ah, I see what you're saying. I'll take a stab at those for the next major release. For now, the screens up above the windows should work well for hosting flight logs and vessel viewer (though they are a tad small). I also like doing all-IVA missions, which is why I'm glad I added the Nav Utilities page for landing my shuttles. I literally didn't know anything about Unity/Blender before making this mod. I just couldn't wait for a Mk3 IVA and decided I'd learn. If you're interested in learning and contributing, send me a PM. I'd be happy to guide you. It would make these changes happen muc
  4. As I've mentioned, this mod is a work-in-progress, and the feedback is quite welcome. I'm probably going to fill in some dead space soon as well as remove some things that aren't quite relevant to spaceplanes (the GPWS is designed for vertical landings, so it's unnecessary, and the realchute buttons aren't needed). I'm not sure what you mean by "elevating the middle", but making changes to the shape of model is huge pain. Docking window IVA is the top of my to-do list. That will be the major feature of my next release (soon™). Agreed. That blank space is boring, but I don't w
  5. Crap!! Brain fart. Fixing Fixed now. Thanks for the heads-up. I wish I caught that before more than 70 people downloaded it. Took me 3 tries to get that thing updated correctly.
  6. This is an RPM bug. Wait for the next RPM release, or apply hotfix 28297 posted in the comments here: https://github.com/Mihara/RasterPropMonitor/issues/506 I'm not sure what's causing the ground proximity issue. I'll look into it.
  7. It's working fine on my end. Make sure you have the 1.1 versions of RPM and Module Manager. Copy over the ASET directory and Apex directory from your old install. It looks to me like the ASET props are missing from your install.
  8. I caused the explosion on purpose. I rolled hard and slammed into full throttle, which quite reliably rips something off. Normally, the carrier is quite forgiving when exiting at 25% throttle. The explosion actually took a few tries to time the picture correctly. Yeah, I originally planned to do the EVA rescue, but I wanted to utilize the extra fuel in the broken shuttle to make an inclination change, as they eat up so much fuel. Plus, it plays into the story of re-purposing the shuttle as a space station. I'm really looking forward to building the space station---which is the reason
  9. And here's my rescue mission. That Kraken has attacked me every time now. This time, I was almost to a stop when it hit, so no big deal at all. Maybe I should just get rid of my strakes.
  10. Here are my STS-3 pictures. Ran into that darned KSC Kraken again. This time, he ate both my strakes. Normally my ship flies just fine without them, but this time everything got really bumpy. I should have turned SAS back on; I may have been able to salvage that landing. Fortunately, I quicksaved moments before this. I read somewhere that restarting KSP and loading the quicksave makes the problem go away (one of the reasons it's so hard to fix; it's not highly repeatable). I landed just fine on the revert. I had no other reverts. I used 2 information-only mods in this round. FIrst, w
  11. I took on the STS-2 challenge. This was a fun mission, those sats look so cool spinning out. I decided to put the operations module in the cargo bay for fun/practice/challenge. Landing this thing with 10 extra tons is so different (shuttle is normally 31 tons with empty cargo bay). I had to put canards on the front just to give more pitch authority for the flare. I also find myself actually using my drogues on the landing now, which looks so much cooler. My right strake was eaten by a bug just prior to landing. I know that, in the past, the rule on "safe landing" has been pretty strict, b
  12. Introducing the Space Shuttle Breakthough. I wanted to make a design that didn't have the thrust alignment issue of the "realistic" shuttles. Having all my engines pointing down saves a lot of headache whenever I need to adjust my payload weight. With this design, I can easily reconfigure for anything between 0-50 ton payloads. If I need to do more, I can just slap on more tanks and boosters. Originally, I was gonna do it with two drop tanks, but in order to fit the rules, I needed to connect them with girders to constitute a single "carrier vehicle." I believe this craft fits the ru
  13. I just migrated. Sorry for being so slow on the uptake there.
  14. Yeah, I need to do some customization of the MFD pages. I didn't actually know about the NavUtilities mod; that thing is cool! I just sorta slapped the props in there. It'll probably be weeks before I can dig into this (between my dissertation and wanting to actually play KSP sometimes). I'll see what I can do about the "Pod Cams", but 2 and 3 should certainly be doable.
  • Create New...