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Qwarkk

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About Qwarkk

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  1. CLS v1.2.0 is now available to download from Github! This is a pretty big update that I have been working on over the past few weeks. I have tested it as thoroughly as I can, but I may not have caught everything. If you do find any issues, please either comment on this post or open an issue on github in the issue tracker. ChangeLog Major Changes: New GUI system for adjusting launch parameters, handled by a new CLS_parameters library. Instead of running 'CLS(250,90 etc).' all that is needed now is 'run cls.' Rewrote the ascent program to use the square root m
  2. Is there any way to adjust the maximum altitude at which the parachutes will deploy? The max for the drogue chutes is currently 12000, can I increase it at all? Thank you!
  3. Common Launch Script (CLS) v1.0.0 What is it? CLS is an auto-launch script that will put most rockets into a circular orbit of any desired apoapsis and inclination. It attempts to be a 'one-size-fits-all' script. If it takes off vertically and has more than one stage, this script can launch it (hopefully). I finally feel its in a state that i am confident sharing with the KSP community so that it can be enjoyed / modified / improved by the rest of this amazing community. Download Link: Github Changelog Dependencies: kOS What can it do? Below is a
  4. So I have been working on a KoS script for years. I wrote it for my own personal use but would now like to release it for others to enjoy. I have never released anything before and so I have suddenly become aware of licensing. I have looked around at the various license options and I will admit I don't fully understand it. I want people to be able to use it freely and do what ever they want to it/with it. The one thing I want to ensure is that if they redistribute this work, they do so under the same license I choose. As i understand it (please correct me if this is wrong) this will preve
  5. I've searched this topic as best I can and cant find the answer to my question - so I thought id post. Im creating a basic satellite contract pack. The contract in question is to deliver a payload into an orbit generated using the OrbitGenerator / RANDOM_ORBIT. What i want to do is set the rewardFunds to be calculated based off the orbit parameters generated (eg more reward for higher inclined orbit). Can this be done?
  6. Having an issue with FAR on a realism overhaul game in 1.8. I launch a vessel, and after a few seconds or around 150m/s i lose control. The F3 log shows that the root part has been ripped off due to airflow. Weird as the root part remains connected and its right-click menu remains accessible. However, physics just kinda stops. My altiude is locked, my speed is 0, the apoapsis increases rapidly. There is a repeated log spam of: I've posted this in a few other mod pages, however as I test further i'm becoming more sure the issue is to do with FAR. I have very limited understanding but it
  7. Having an issue with a realism overhaul game in 1.8. I launch a vessel, and after a few seconds or around 150m/s i lose control. The F3 log shows that the root part has been ripped off due to airflow. Weird as the root part remains connected and its right-click menu remains accessible. However, physics just kinda stops. My altiude is locked, my speed is 0, the apoapsis increases rapidly. There is a repeated log spam of: I asked in the MFI forum, but I now understand it is due to a mod using MFI. I know FAR lists MFI as a direct requirement, but i wanted to ask here first as these is
  8. Ok, you have helped by narrowing my issue down. I think either FAR or RO are potential causes, I’ll post there. Thank you! Q
  9. Having an issue using MFI with FAR for a realism overhaul game in 1.8. I launch a vessel, and after a few seconds or around 150m/s i lose control. The F3 log shows that the root part has been ripped off due to airflow. Weird as the root part remains connected and its right-click menu remains accessible. However, physics just kinda stops. My altiude is locked, my speed is 0, the apoapsis increases rapidly. There is a repeated log spam of: Any help would be amazing. I will add, this kinda started ever since I edditted a physics config file in RealismOverhaul. It was setting kerbal crew ma
  10. Of course. Will give it a test and get back to you. I have a few mods I suspect may be causing it, I'll start from stock and slowly add select mods until I can consistently reproduce the bug.
  11. https://github.com/linuxgurugamer/KCT/issues/9 I found this while searching this forum post for solutions / others with the same problem. I presumed as you closed the issue it had been resolved. The changelog for release version 1.4.6.6 also says issue 9 was fixed. I appreciate all this was nearly a year ago and code etc has probably changed! Thanks for all your mod support as always Linux!
  12. I'm afraid I never did find a consistent solution. It actually pushed me to finally get a faster CPU and since then the problem has largely gone. The game now only fails to load once every 10 or so tries. As far as im aware, its a problem with the game trying to load too many models all at once and the pc memory just cant hack it. Sorry I can't be more helpful.
  13. That's how I was doing it, with the PAW. Still needed me to add almost 1mil to access mid range avionics. Thanks anyway!
  14. Experiencing an issue where recovered parts aren't reset. SRBs are running immediately after the flight loads and parachutes are already deployed. I'm aware this is a problem that has already been caught and fixed on github. Im running 1.8 with the right KCT downloaded. Im not entirely sure what you need to see in order to diagnose the issue, so for now have my log file. If you need something else, let me know. Thanks!
  15. Can anyone shed some light on how Avionics configurations work? Its saying I cant afford to upgrade to certain avionics levels. I have these unlocked in R&D. I played around with it in a new save and for some reason I had to cheat add nearly 1 million funds before some of them were available. How is this configured in the files?
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